[ a-t ] stewie
[ a-t ] animal metal
yes, i already suggested the up and down line by line reading in another post, that was about the robot elevator puzzle
it's on the list.
not sure about the clipboard thing, but should be possible somehow. i'll give it a try. do you only want that for the lines that you choose with up and down?
i'll try to explain what is shown on the game screen. it's supposed to visualize a console of a computer, but a very old computer. It's flickering a lot and the colors of all the elements are sometimes flickering to the sides so it looks like a broken computer system.
The text output takes most of the space. 50% of the screen is the text output. Underneath there's the text input and beneath that there's a list of all usable commands that sapi also tells you.
When you activate the map system, there's a little map in the top right corner that shows a dot for the character and the outline of the station. If there's a computer in a room, there's a little computer symbol, but i don't think that's important. Whenever Sam moves she also moves on the map. That's basically when you hear footsteps.
In the navigation mode you'd see the corresponding name on the room you want to go to.
In the robot puzzle the door is slowly breaking, so I added a "Door integrity at x %" voice output.
When there's a hit against the elevator door that you hear, you could see the robot dot on the map move against the wall.
And then there's the part that I still haven't figured out how to make playable. after you escape from Soli, there's a very short stealth passage before you reach the ship, where Sam is in a labyrinth and you'd need to tell her quickly where to go while keeping track of several robots patrolling the labyrinth. That one part is just in the map view. I don't know how to port it yet. I hope that I'll be able to do it sometime, but I'm focusing on other things first.