Ring Menu: Difference between revisions

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* ''[[A Boy and His Blob]]'' for the Wii
* The ''[[Battlefield (series)|Battlefield]]'' series trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.
* ''[[BioshockBioShock (series)]]''
* ''[[Dragon Age]]''
* ''[[The Legend of Zelda]]: [[Twilight Princess]]'''s used this for Link's inventory items specifically to avoid an [[Interface Spoiler]] -- although it still provided a separate 'Quest Status' screen with a traditional layout.
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* ''[[Turok (series)|Turok]] 2'' has two separate versions. One that consists of two rings, one for each activation button, and a massive ring that spins on one side of the screen, like the first game.
* the iPod game ''Song Summoner'' had this to match the clickwheel interface of the platform.
* ''[[Temple of Elemental Evil]]'' uses a radial menu that was basically a multi-tiered ring menu for each category, so "attack" has sub sections for attack modes (such as the option to deal non lethal damage) and attack types (such as trip and full attack) under it.
* ''[[Phantom Brave]]'' uses a ring menu for character creation. This gets a little annoying as you always start at the same spot in the ring each time and you eventually get enough generic character classes for ''two'' rings.
* ''[[Planescape: Torment]]'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.