Re: New keybinding proposal ESDF baised, left hand on home r
Posted: Mon Sep 02, 2013 11:16 pm
Well that is interesting. It could be quite a few different issues. Of course when I look at it everything seems clear and distinct because I already know the relation of everything. Though I know I have incorporated quite a few little things that may not be intuitive.
If the problem is the general layout then the solution would to be to stop thinking and unceremoniously put the labels into an ordered listing. If it is the spacing, visible borders may help. If the modifier keys are not identifiable, perhaps a descriptive label or line to it's subordinates. If not distinct enough, maybe simply better arrangement. If not clear, better labels
Where Key binding maps are used in console games, normally they show the controller with white lines leading to labels and and much blank space. Most computer games don't have a key binding map at all, but rather a key binding configurations screen. Computer gamers are used to seeing keys in a customizable list with modifier keys and distinct controllers in dedicated rows on long scrollable columns and sometimes greater categories separated by tabs.
Console gamers are used to a single visual representation of the standard controller with labels. Sometimes a selection of a few different preset configurations are available, and sometimes they also have that same configuration list computer games have, especially if they are cross platform games.
I suppose the big question is, weather to enhance this layout that mimics the real keyboard positioning while adapting groupings to fit. Or abandon communicating group positioning in favor of rigidly grouped classic categories by function alone.
New players don't even know what functions exist in the game till they discover the controls. At this point I cant imagine what would be easier to learn from scratch.
If the problem is the general layout then the solution would to be to stop thinking and unceremoniously put the labels into an ordered listing. If it is the spacing, visible borders may help. If the modifier keys are not identifiable, perhaps a descriptive label or line to it's subordinates. If not distinct enough, maybe simply better arrangement. If not clear, better labels
Where Key binding maps are used in console games, normally they show the controller with white lines leading to labels and and much blank space. Most computer games don't have a key binding map at all, but rather a key binding configurations screen. Computer gamers are used to seeing keys in a customizable list with modifier keys and distinct controllers in dedicated rows on long scrollable columns and sometimes greater categories separated by tabs.
Console gamers are used to a single visual representation of the standard controller with labels. Sometimes a selection of a few different preset configurations are available, and sometimes they also have that same configuration list computer games have, especially if they are cross platform games.
I suppose the big question is, weather to enhance this layout that mimics the real keyboard positioning while adapting groupings to fit. Or abandon communicating group positioning in favor of rigidly grouped classic categories by function alone.
New players don't even know what functions exist in the game till they discover the controls. At this point I cant imagine what would be easier to learn from scratch.