In one of the games I'm working on, I decided it would be fun if you could play it with an Xbox controller. I give the option to use the keyboard instead, for people who don't have an Xbox controller, but it's not quite practical.
Seeing as the Xbox controller has ten buttons, the dpad, two thumbsticks and two triggers, all ergonomically and strategically placed to fit your hands, you have quite a bevy of controls you can have. So, when I map it back to the keyboard, it ends up using this many keys:
Where green is default or required, and yellow is secondary. Quite a lot.
Now, I actually have it organized pretty well. Arrow keys for movement, Z X C for core functions (attacks, read/use/action), and spacebar (or escape) to pause. The game runs mostly off of those keys, so awkward hand positions and constantly reaching all the way across the keyboard to do certain tasks doesn't really exist. But, it's still a lot.
A S D and F are buttons to choose a different weapon, but you also have V and B to cycle through them. Then, also, I decided to map 1 2 3 and 4 (both) to A S D F too, in case that was somehow easier to use or remember for some people. Shift and Enter (again, both of each can be used) are used to toggle the map and an assistance tool I've developed (as part of the GUI), so I'm not too worried about them having constant enough usage to warrant a better position.
Now for a barrage of questions. I know that this is a lot of keys, but is it too many? If so, what's your preferred way I go about dealing with it? Should I cut some of the keys, taking out a game function (probably V and B's cycling through the weapons, for a start). Should I be minimalistic, taking out redundant keys (all of the yellow)? Should I put some of it in the pause menu, which will lower the number of keys but change gameplay? Should I utilize combos to reduce the number of keys, or would that just make it more confusing?
Or, maybe it's hard to tell from the picture and my descriptions thus far whether or not it will end up being too many keys. If I upload a demo, will that help?
I'm well aware that if you are not using a Qwerty keyboard, you'll have a hell of a time trying to play the game. I could implement a way for the player to change the keyboard configuration, but unless there's a large enough group of gamers with one, I don't feel like it'll be worth it.
To me, the game is easier to play with the Xbox controller. It's currently being developed with that in mind. However, if none of you guys have one, I might just change my mind. So, the real question I have right now is: does anyone else use an Xbox controller on their PC?
Seeing as the Xbox controller has ten buttons, the dpad, two thumbsticks and two triggers, all ergonomically and strategically placed to fit your hands, you have quite a bevy of controls you can have. So, when I map it back to the keyboard, it ends up using this many keys:
Where green is default or required, and yellow is secondary. Quite a lot.
Now, I actually have it organized pretty well. Arrow keys for movement, Z X C for core functions (attacks, read/use/action), and spacebar (or escape) to pause. The game runs mostly off of those keys, so awkward hand positions and constantly reaching all the way across the keyboard to do certain tasks doesn't really exist. But, it's still a lot.
A S D and F are buttons to choose a different weapon, but you also have V and B to cycle through them. Then, also, I decided to map 1 2 3 and 4 (both) to A S D F too, in case that was somehow easier to use or remember for some people. Shift and Enter (again, both of each can be used) are used to toggle the map and an assistance tool I've developed (as part of the GUI), so I'm not too worried about them having constant enough usage to warrant a better position.
Now for a barrage of questions. I know that this is a lot of keys, but is it too many? If so, what's your preferred way I go about dealing with it? Should I cut some of the keys, taking out a game function (probably V and B's cycling through the weapons, for a start). Should I be minimalistic, taking out redundant keys (all of the yellow)? Should I put some of it in the pause menu, which will lower the number of keys but change gameplay? Should I utilize combos to reduce the number of keys, or would that just make it more confusing?
Or, maybe it's hard to tell from the picture and my descriptions thus far whether or not it will end up being too many keys. If I upload a demo, will that help?
I'm well aware that if you are not using a Qwerty keyboard, you'll have a hell of a time trying to play the game. I could implement a way for the player to change the keyboard configuration, but unless there's a large enough group of gamers with one, I don't feel like it'll be worth it.
To me, the game is easier to play with the Xbox controller. It's currently being developed with that in mind. However, if none of you guys have one, I might just change my mind. So, the real question I have right now is: does anyone else use an Xbox controller on their PC?