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The main thing I want, though to have one keyset for all directional commands, making use of the modifier keys (shift, ctr, alt) to specify the commands. I am just trying to get out of having to separately enter a command and then a direction, as well as having a second roguelike keyset. When I step back and look at it objectively, the improvements I like are: 1) the 'i' command, where I can handle all of my inventory management in one dialog, 2)being able to rest by simply pressing 'r'. 3) Tunneling with the windows key-{direction} My end goals are to make it convenient to play with either the keyboard or the mouse (with an eye to towards the upcoming touchscreen for tablets) but also to greatly reduce the learning curve for new players. Balancing those 3 will be interesting. Suggestions are welcome. |
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TYU GHJ VBN For the function keys, I had in mind reserving those for macros. Quote:
Thanks for the feedback, everybody. The UI definitely needs optimizing, but I wanted to see how it worked on everybody's screen before fine-tuning things. I am stunned the only true bug reported so far is spacing on the one dialog screen. I am aware of a couple other issues: *On the knowledge screens, numbers are not sorted as true numbers. So the score of 1150 is considered less than 999. *At least on my screen, when the inventory or equipment/quiver is full, the equipment dialogs go off the bottom of the screen. I haven't found a good scroll-window setup yet. * When casting detect traps, the green circles showing edge ends don't seem to update on the outermost squares of the screen. |
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I may have added a few more points to my original post (including some genuine bugginess). Post #10. |
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Normal pseudo keypad: Code:
Yours: On the constructive side, doing that thing where pressing two arrow keys at once will move @ diagonally would be a great alternative (IMO). Pressing two opposite directions at once could "hold". |
Player information screen (previously character screen, ugh) presents as wider than my screen. The horizontal bar chart seem excessively long and thus a likely fix. I'm able be grab and move it to the left to see all the rest of the info, but still. Playing on a standard aspect ratio laptop, 13" or 15" screen (not sure).
As long as we're here, on many info screens hovering-over will bring up useful tool-tip info, but only if you hover over the title. Hovering over the info itself, which is what I find myself repeatedly doing, presents nothing. Can't it be both? Phrasing: "One of y rations of food was eaten." That should be all from me for the day. I actually have stuff I need to do. |
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And definitely more could be done with colors and sizes. We are only scratching the surface in what QT can do. My plan is for Nick and the devteam to be impressed by the QT port, port Angband to QT, and then make all these improvements so I just have to copy their work. :D Quote:
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I do see that the new keymapping is getting a lot of negative feedback. I am resisting using the old keymap because I want to reduce the learning curve for new players, and the ultimate goal is to create a tablet interface using only icons and swipes. But if there is a consensus on where the direction keys should be located on the keyboard, I can work around that. I am also considering creating a dialog that allows the player to customize the key for every command in the game, just to end the debate once and for all. Although first somebody might have to tell me why nobody complained to the maintainers of Sil when they changed the keyset. :):):):confused::confused: |
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The first would be more work, and would chiefly benefit V. The second would be not too hard, and kind of fun - in fact I was planning to do it for FA before releasing the new V version, before the devteam talked some sense into me :) |
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