Vigilantes > Suggestions & Feedback

Suggestions for Mouse and Keyboard

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ushas:
Opening a new thread for all things mouse & keyboard related.

As keyboard support is dear to me, I will try to add some feedback for that and the mission interface.
This post's attachment is a mockup with suggestions for keyboard support and possible key bindings. Though of course it would be great to have it configurable if possible.

The thinking is if the gameplay is also possible with the least clicking. So for example F1-F4 (or up to F12 if having temp. party members) center party members and a key 'n' cycle through enemies as they are ordered in the queue (by initiative)? And if during my turn an enemy is centered this way, simple confirmation key like 'Enter' would fire the current attack mode against that enemy, etc.

When using a shotgun it actually switches between move & cone similarly as between move & throw, so I would propose to have it under the same button position and the same key binding in case it isn't. 

The rest is probably obvious from the picture.

Keyboard suggestions when in targeting interface:
- arrow keys to select body parts? Up - head, Down - torso, Left - arms, Right - Legs
- or numerical keyboard?   8 - head, 5 - torso, 4/6 - arms, 1-3 - legs
- 'Enter' key to confirm the action
- 'End' key to cancel the action?

Daithi:
Thanks ushas. Keybinding is something I'm going to look at, hopefully do it all in one shot, so it will be useful to have everything in one thread. Couple of other things I need to look at:

1. selecting dialogue responses with the number keys.

Thanks for the ideas and drawing it out. I'll do my best on improving keyboard support. The suggestion I'm least sure about is targetting enemies using F keys - the whole system for triggering animation, IK, enemy information and executing actions is linked to raycasting to the mouse position, rather than what the camera is centred on, and as it stands it's fairly complex. I'll certainly do some work on this front, though.

ushas:

--- Quote from: Daithi on March 31, 2017, 11:35:28 AM ---1. selecting dialogue responses with the number keys.
--- End quote ---
That would be useful indeed, thanks! Additionally, something like 'Enter' for continue in case there were no responses to select?


--- Quote from: Daithi on March 31, 2017, 11:35:28 AM ---The suggestion I'm least sure about is targetting enemies using F keys - the whole system for triggering animation, IK, enemy information and executing actions is linked to raycasting to the mouse position, rather than what the camera is centred on, and as it stands it's fairly complex.
--- End quote ---
Yeah, for sure it's more complex than I'm naively thinking. The proposed default bindings are also just initial pitch. In a hindsight, I would probably change on hand switching items from 'h' to something like 'x' or 'z', and for action confirmation use 'Space' instead of 'Enter', etc...
 
Just two points, leaving it on your consideration of course:

* The idea was to use F1-F12 for player's units. Or perhaps more suitable are numbers 1-0 under those F keys for it's closer at hand. And '~' button for the current active unit. For enemy units I thought about something like the next enemy key to cycle between them, for example I've seen 'n' or 'Tab' keys used for that. But anything may work, eg. F keys for party and numbers for enemies, or 'n' for next enemy and 'Tab' for next ally, etc. The next enemy / ally functionality has this possibility that it can be sorted by various means, by initiative or by distance from the active character, if more desirable.


* What I meant originally by key binded centering / targeting  was to trigger both - camera on character centering  as well as the mouse position centering. So it shows a tooltip and blink the portrait in the queue naturally because the mouse would be moved there too. It's not so great. It's possible that others will dislike that the mouse was moved away from the original position, while for me it seems to lower redundant mouse traveling time.

So what if there are separate keys for mouse targeting / centering and camera centering? For example, what if we use the stuff from the previous point, eg. say numbers 1-0 for choosing allies and 'n' key for the next enemy, let's call those altogether "character keys"; and additionally we will use something like 'Alt' key. Then there are two options:
 
* Character keys would work as camera centering thing, like when I click on portrait on top. But it can be followed by this additional 'Alt' key, which will order the mouse to point at the center of the screen, thus possibly at any character there.
n -> Alt -> Enter / click (center next enemy -> target the center of screen by mouse -> attack).


* Or let's flip the sides. Meaning those character keys would work as mouse targeting this time, so pressing '2' would move mouse pointer at position of the second party member in the queue, if he is out of screen then it scrolls till gets him there, otherwise camera doesn't move. Then this additional 'Alt' key can order the camera to center on the mouse position.
n -> Enter / click (target next enemy -> attack).
I favor the second one, because it would make gameplay more effective and you can use center on mouse order freely. But regardless it can be also combined. Meaning pressing 'Alt + character key' together would center camera & mouse on character at the same time.

Other examples:
x -> (Alt+)1 -> Enter (switch to trauma kit on hand and heal first/current character)
Alt+n -> m -> Enter (target and center next enemy, chang mode and attacked)

Yeah, I bet you are happy me piling up stuff. Hehe.

Daithi:
Thanks for the extra detail. I'll do my best with KB support - will add anything that's fairly simple and weigh up the rest.

ushas:
Thanks a lot, Daithi! Anything would be great.

And sorry for the Great Wall of Text.

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