1
Design / Supported movement keys?
« on: November 01, 2016, 03:14:16 PM »
Currently my controls are set up to allow movement via the mouse, cursor keys, numpad....and QWEASDZXC square.
Imho, the numpad is ideal, but I realize people may play on a laptop without a numpad. The cursor keys are always present, but don't provide easy diagonal movement without a modifying keypress. My mouse implementation allows players to move to a designated position stepwise or continuously...but you are required to move your hand off the keyboard to the mouse.
Given the above, there really seems to be no ideal, always present option for movement. Therefore I have included the QWEASDZXC square as I mentioned, but this robs me of 9 keys (27 with modifiers) I could use for other functions.
So my question is, given this isn't a FPS, is the inclusion of the left-hand movement block a must, just a nice extra, or something no one would ever use? Would removal of this feature be enough to turn people away from playing a game?
I am considering user-defined keys, but that's a low priority...I can't see a realistic need to allow the player to remap the 'inventory' key, for example, although I do allow skills (and maybe direct access items) to user defined hotkeys.
Imho, the numpad is ideal, but I realize people may play on a laptop without a numpad. The cursor keys are always present, but don't provide easy diagonal movement without a modifying keypress. My mouse implementation allows players to move to a designated position stepwise or continuously...but you are required to move your hand off the keyboard to the mouse.
Given the above, there really seems to be no ideal, always present option for movement. Therefore I have included the QWEASDZXC square as I mentioned, but this robs me of 9 keys (27 with modifiers) I could use for other functions.
So my question is, given this isn't a FPS, is the inclusion of the left-hand movement block a must, just a nice extra, or something no one would ever use? Would removal of this feature be enough to turn people away from playing a game?
I am considering user-defined keys, but that's a low priority...I can't see a realistic need to allow the player to remap the 'inventory' key, for example, although I do allow skills (and maybe direct access items) to user defined hotkeys.