Post by Kobey on Nov 6, 2019 13:07:06 GMT -5
I have to apologize right off the bat because I cannot seem to get this photo to actually link and display
Keyboard Layout
I know this will seems overly forward and totally unasked for but hot key efficiently is actually something that gets overlook and yet can make a big impact especially with new players.
There are 2-Major suggestions here.
The first would be a much bigger deal, so aside from basically making it I won’t go into more detail. I do however think it would be an ideal way to go. Changing the key layout to a WSAD format where that would move a select box around the available choices in a up, down, left, right manner would add accessibility and even open up functionality with hot key reduction. Of course that then changes everything so skipping this and moving on...
Changing key assignments.
The initial key bindings could be optimized and made more intuitive which in turn I believe helps hook new players. It’s hard enough learning the ins-and-outs of these types of games so the less one needs to figure out keys the more time they will have by default then invested in learning the game itself, which ideally snowballs into more understanding, into more enjoyment, etc…
So the other suggestion I’d like to make is to align the hot keys with the layout of the screen itself.
I created a rough diagram (hopefully you can see the link above) of what I specifically mean…because it’s easier to see 😉
I have only used existing keys for mapping though I did swap icons for “ship” and “talk to officers” so the flow of it would visually align to keys from [Galactic Map - Atlas – Ship – Roster(crew list)]
Also I did not assign keys to the “green” section because:
BACK = ESC
“Consult Officers” I did make “C” because of location related to keyboard
Land/Orbit does not have a binding
Return to Map Quadrant does not have a binding
But again it illustrates the concept of coordinating screen to key layout.
Specifics of concept image:
Keys (1-9) Instead mapped to F1-F12 (I notice F10 is reserved and realize you only have 1-0 hot keyed). Anyway you pick up 2 additional “Ability” keys and more importantly when people are first trying to use hot keys the natural separation of 4-4-4 just makes it easier “see”. I do get that 1-0 is an easier set of hot keys to physically use but dedicated players will redo layouts, new players need some subtle hand-holding. Plus…
That opens up ~ though 0(zero) which could then relate to docked options (colored in blue(s) on the image):
~ bound to “All Tasks”
1-9 bound to inherent order of 1.Refuel – 2.Medic – 3.Recruit (no current binding) – 4.Repair - etc…
**Having said that I believe a more efficient use of those hot keys would require changes in function based on actual usage.
**
By that I mean “1” becomes “All Tasks”;
“2 – 3” become “Sell – Buy” respectively (no binding for Buy atm)
“4-9” become 4.Refuel – 5.Medic – etc… HOWEVER instead of just being equal to tapping the icon the binding could relate to opening up the detailed specifics of those categories.
So if / when you need specific control of those because you're short of something, the hot keys bring up the details to pay crew individually, spice highest level chars, or what have you.
All of this comes together to make for a very intuitive and concise set of hot keys with (almost) no real change needed to code functionality.
Your left hand covers every function in a visually related, logical and movement efficient manner.
Ie. If ~ had the equivalent of "Land/Orbit" (when the button is normally available), and with the keybinding I've mentioned the "flow" of keystrokes would be:
~ (Land)
1 (All Tasks)
2 (Sell)
3 (Buy)
ESC (Leave)
Quick, smooth, visually aligned...
Anyway I hope you didn't take this in any negative sort of fashion that was absolutely not my intent. I'm playing the heck out of this game and honestly I do not think I have ever seen such a quality product from such a small indie group. I was just offering an opinion based on my experience of something I think would be of value.
edit: I do realize some of the keys, particularly "A" won't go over great with people already playing. Still from a "getting new people" to play, keyboard layout can make a noticeable difference.
Keyboard Layout
I know this will seems overly forward and totally unasked for but hot key efficiently is actually something that gets overlook and yet can make a big impact especially with new players.
There are 2-Major suggestions here.
The first would be a much bigger deal, so aside from basically making it I won’t go into more detail. I do however think it would be an ideal way to go. Changing the key layout to a WSAD format where that would move a select box around the available choices in a up, down, left, right manner would add accessibility and even open up functionality with hot key reduction. Of course that then changes everything so skipping this and moving on...
Changing key assignments.
The initial key bindings could be optimized and made more intuitive which in turn I believe helps hook new players. It’s hard enough learning the ins-and-outs of these types of games so the less one needs to figure out keys the more time they will have by default then invested in learning the game itself, which ideally snowballs into more understanding, into more enjoyment, etc…
So the other suggestion I’d like to make is to align the hot keys with the layout of the screen itself.
I created a rough diagram (hopefully you can see the link above) of what I specifically mean…because it’s easier to see 😉
I have only used existing keys for mapping though I did swap icons for “ship” and “talk to officers” so the flow of it would visually align to keys from [Galactic Map - Atlas – Ship – Roster(crew list)]
Also I did not assign keys to the “green” section because:
BACK = ESC
“Consult Officers” I did make “C” because of location related to keyboard
Land/Orbit does not have a binding
Return to Map Quadrant does not have a binding
But again it illustrates the concept of coordinating screen to key layout.
Specifics of concept image:
Keys (1-9) Instead mapped to F1-F12 (I notice F10 is reserved and realize you only have 1-0 hot keyed). Anyway you pick up 2 additional “Ability” keys and more importantly when people are first trying to use hot keys the natural separation of 4-4-4 just makes it easier “see”. I do get that 1-0 is an easier set of hot keys to physically use but dedicated players will redo layouts, new players need some subtle hand-holding. Plus…
That opens up ~ though 0(zero) which could then relate to docked options (colored in blue(s) on the image):
~ bound to “All Tasks”
1-9 bound to inherent order of 1.Refuel – 2.Medic – 3.Recruit (no current binding) – 4.Repair - etc…
**Having said that I believe a more efficient use of those hot keys would require changes in function based on actual usage.
**
By that I mean “1” becomes “All Tasks”;
“2 – 3” become “Sell – Buy” respectively (no binding for Buy atm)
“4-9” become 4.Refuel – 5.Medic – etc… HOWEVER instead of just being equal to tapping the icon the binding could relate to opening up the detailed specifics of those categories.
So if / when you need specific control of those because you're short of something, the hot keys bring up the details to pay crew individually, spice highest level chars, or what have you.
All of this comes together to make for a very intuitive and concise set of hot keys with (almost) no real change needed to code functionality.
Your left hand covers every function in a visually related, logical and movement efficient manner.
Ie. If ~ had the equivalent of "Land/Orbit" (when the button is normally available), and with the keybinding I've mentioned the "flow" of keystrokes would be:
~ (Land)
1 (All Tasks)
2 (Sell)
3 (Buy)
ESC (Leave)
Quick, smooth, visually aligned...
Anyway I hope you didn't take this in any negative sort of fashion that was absolutely not my intent. I'm playing the heck out of this game and honestly I do not think I have ever seen such a quality product from such a small indie group. I was just offering an opinion based on my experience of something I think would be of value.
edit: I do realize some of the keys, particularly "A" won't go over great with people already playing. Still from a "getting new people" to play, keyboard layout can make a noticeable difference.