[RMVX ACE] CONTROLS FOR UPCOMING GAME
Posts
Pages:
1
So I have thought up a few controls for my game I'm making. As soon as I got to the end of the Keyboard mapping I only thought "Surgeon Simulator: Keyboard Controls" so I looked up to see if I can map to a Controller and opted to map to a Xbox 360 controller by default. So is there a way to make the Keyboard less messy looking? Here is the mapping I made, hope you can read:
Keyboard Mapping:
-Keyboard Controls (Keep)
Press {W} || {↑} to move upwards
Press {S} || {↓} to move downwards
Press {D} || {→} to move rightwards
Press {A} || {←} to move leftwards
Press {B} to turn off the light source
Press {F} to turn on the light source, press again to cycle through available light sources, if only one available pressing again turns light source off
Press {tab} || {esc} to pause game/access menu/cancel choices
Press {R} to rotate/cycle through party members
Press {(Space)} to interact
Hold {shift ↑(left)} to sprint
Hold {V} to bring up vision obj (ie Camera)
-Keyboard Controls (Edit)
Press {U} to cycle between vision objs
Press {J} to attack
Press {H} for special
Press {N} to switch between specials
Press {M} for map (if present)
Press {P} || {;} || {[} for powered mode
Press {} to pick up/hold/throw objects
Controller Mapping:
Press (Start) to pause game/access menu/cancel choices
Press (Back) for map (if present)
Press (A) to interact/confirm
Press (B) to attack/cancel
Press (X) for powered mode
Press (Y) for special
Press (Left bumper) to pick up/hold/grab objects
Hold (Left trigger) to sprint
Press (Right bumper) to turn on/off the light source
Hold (Right trigger) to bring up a vision obj (ie Camera)
Use (D-pad) to move
Use (Left stick ↕) to cycle between objects of column
Use (Left stick ↔) to cycle between objects you wish to change (Light Source/Visual Obj/Key Item/Weapon)
Press (Left stick) ???
Use (Right stick ↕) to switch between specials
Use (Right stick ↔) to rotate/cycle through party members
Use (Right stick) to rotate object (if your holding one)
Press (Right stick) to chat with party
NOTE: I cleaned up controller so you can read it better, the Keyboard... not so much...
2nd NOTE: I did not test these yet, it's a "planning phase" but I wish to clean up the Keyboard Mapping before I try implementing it (cuz it seems like Tartarus to try implementing that mess out). However, I LOVE how I mapped the Controller (or is the controller messy also?).
3rd NOTE: I add additional keys to either help a player choose what keys to use or to help the player at a critical moment (hence why I have a target area for the "Powered" key). I'm always bad at trying to innovate the keyboard like my game "Meava Shinnon" where I always try to opt for the best interest of the player but end up making it clunky and bad.
4th NOTE: Was going to ask what I could do for left trigger but then changed left bumper to left trigger and made left bumper a p/u object key. No key exists for the keyboard for this function as it needs to be cleaned up a little first...
QUESTION: How do I keep from making the keyboard controls "clunky"? && How do I fix the mapping that I have already created?
GAME: The game is a horror that traverses through different, large areas. Like an open world horror type game. Combat is an overworld (combat in horror?) even though most mobs will not be combative (meaning RUN!). I have my reasons for adding certain things in, even though it looks like I'm doing WAY too much (which I will agree to) but...I can not remember where I was going with this... (DMV is not a very fun part of your day) So something blah something... the game is spoopy if you're wondering what the point was (or A point).
Too tired to think of what else to say... except Thank You for reading this and helping me fix it.
EDIT: Had to change "" to "{}" as it was causing problems in the article...
EXTRA EDIT: The {B} key for turning a light source off is a reference to Markiplier's let's play of Dungeon Nightmares. I wish to keep the light source usage mechanics please :3
UPDATE:
I would like to give my players options, perhaps I should look for a script that allows you to change key bindings for Keyboard (Then options to change controller mapping)
The reason for why {V} is mapped where it is is to create slight discomfort to the player when they need to use a visual obj to see a monster nearby, but not inhibiting them the ability to hit {space}. So {V} is ment to be held by the left thumb and not one of the other fingers. {B} also works in this fashion if you understand how its mapped relative to the keyboard.
The reason why I want an additional button for pause is because I had to many experiences in Minecraft for this. There have been countless times, not as much as it used to been, that for no apparent reason the {esc} key would suddonly stop working (luckily I found a method to get out of the game thanks to hitting a button that my computer has multiple that took me outside of the game) so I'm adding another button to both help me (in case the {esc} breaks again as it could happen in another game) and anyone who may not have the {esc} still on their keyboard.
Keyboard Mapping:
-Keyboard Controls (Keep)
Press {W} || {↑} to move upwards
Press {S} || {↓} to move downwards
Press {D} || {→} to move rightwards
Press {A} || {←} to move leftwards
Press {B} to turn off the light source
Press {F} to turn on the light source, press again to cycle through available light sources, if only one available pressing again turns light source off
Press {tab} || {esc} to pause game/access menu/cancel choices
Press {R} to rotate/cycle through party members
Press {(Space)} to interact
Hold {shift ↑(left)} to sprint
Hold {V} to bring up vision obj (ie Camera)
-Keyboard Controls (Edit)
Press {U} to cycle between vision objs
Press {J} to attack
Press {H} for special
Press {N} to switch between specials
Press {M} for map (if present)
Press {P} || {;} || {[} for powered mode
Press {} to pick up/hold/throw objects
Controller Mapping:
Press (Start) to pause game/access menu/cancel choices
Press (Back) for map (if present)
Press (A) to interact/confirm
Press (B) to attack/cancel
Press (X) for powered mode
Press (Y) for special
Press (Left bumper) to pick up/hold/grab objects
Hold (Left trigger) to sprint
Press (Right bumper) to turn on/off the light source
Hold (Right trigger) to bring up a vision obj (ie Camera)
Use (D-pad) to move
Use (Left stick ↕) to cycle between objects of column
Use (Left stick ↔) to cycle between objects you wish to change (Light Source/Visual Obj/Key Item/Weapon)
Press (Left stick) ???
Use (Right stick ↕) to switch between specials
Use (Right stick ↔) to rotate/cycle through party members
Use (Right stick) to rotate object (if your holding one)
Press (Right stick) to chat with party
NOTE: I cleaned up controller so you can read it better, the Keyboard... not so much...
2nd NOTE: I did not test these yet, it's a "planning phase" but I wish to clean up the Keyboard Mapping before I try implementing it (cuz it seems like Tartarus to try implementing that mess out). However, I LOVE how I mapped the Controller (or is the controller messy also?).
3rd NOTE: I add additional keys to either help a player choose what keys to use or to help the player at a critical moment (hence why I have a target area for the "Powered" key). I'm always bad at trying to innovate the keyboard like my game "Meava Shinnon" where I always try to opt for the best interest of the player but end up making it clunky and bad.
4th NOTE: Was going to ask what I could do for left trigger but then changed left bumper to left trigger and made left bumper a p/u object key. No key exists for the keyboard for this function as it needs to be cleaned up a little first...
QUESTION: How do I keep from making the keyboard controls "clunky"? && How do I fix the mapping that I have already created?
GAME: The game is a horror that traverses through different, large areas. Like an open world horror type game. Combat is an overworld (combat in horror?) even though most mobs will not be combative (meaning RUN!). I have my reasons for adding certain things in, even though it looks like I'm doing WAY too much (which I will agree to) but...I can not remember where I was going with this... (DMV is not a very fun part of your day) So something blah something... the game is spoopy if you're wondering what the point was (or A point).
Too tired to think of what else to say... except Thank You for reading this and helping me fix it.
EDIT: Had to change "" to "{}" as it was causing problems in the article...
EXTRA EDIT: The {B} key for turning a light source off is a reference to Markiplier's let's play of Dungeon Nightmares. I wish to keep the light source usage mechanics please :3
UPDATE:
I would like to give my players options, perhaps I should look for a script that allows you to change key bindings for Keyboard (Then options to change controller mapping)
The reason for why {V} is mapped where it is is to create slight discomfort to the player when they need to use a visual obj to see a monster nearby, but not inhibiting them the ability to hit {space}. So {V} is ment to be held by the left thumb and not one of the other fingers. {B} also works in this fashion if you understand how its mapped relative to the keyboard.
The reason why I want an additional button for pause is because I had to many experiences in Minecraft for this. There have been countless times, not as much as it used to been, that for no apparent reason the {esc} key would suddonly stop working (luckily I found a method to get out of the game thanks to hitting a button that my computer has multiple that took me outside of the game) so I'm adding another button to both help me (in case the {esc} breaks again as it could happen in another game) and anyone who may not have the {esc} still on their keyboard.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
For the keyboard controls, I would advise against having any buttons other than sprint and the space bar be used by the left hand. There's a reason why on a controller almost all the buttons are on the right side; it's because the left hand is always doing something with the directional movement at all times. There are shoulder buttons on the left side, and using your left thumb for the space bar is similar to that, and the player can use their pinky to sprint, but using the same fingers that are used for movement is generally something you want to avoid if possible. Mouse + keyboard games will often bind actions to the R and F keys because they have no choice; the player only has that one hand on the keyboard. But you have better options.
On the same note, I would definitely get rid of the E keybinding for the pause menu, and have it just be Esc. The Esc key is much harder to accidentally push, and pausing the game is something the player will be stopping everything else to do anyway, so it does make sense to take their hand off the directional keys for that.
Your keys on the right hand are a little awkward because they're spread out over three rows and three columns. Not really sure how to solve this. Moving your fingers around a bunch in the middle of the keyboard is sort of disorienting because all the keys feel the same and are arranged in a perfect grid. The enter key is a nice way to break it up.
Also, too many buttons. Put the map in the menu, don't need a button for that. And try just having one button for vision objects, and one button for lights. You'll cycle between scope - camera - none for the vision objects, or between flashlight - lantern - none for the light. So cycling to one of them automatically turns it on.
Try this:
{L} - attack
{P} - special
{;} - cycle between specials
{'} - cycle between vision objects
{ENTER} - powered mode
{RIGHT SHIFT} rotate party members
{CAPS LOCK} - cycle between light sources (change this back to F if you really want; I do understand that F for flashlight is a tradition)
If you really need a map key, then put it on the right SHIFT key, and use the right ALT key rotating party members, since the player's right thumb isn't doing anything else.
On the same note, I would definitely get rid of the E keybinding for the pause menu, and have it just be Esc. The Esc key is much harder to accidentally push, and pausing the game is something the player will be stopping everything else to do anyway, so it does make sense to take their hand off the directional keys for that.
Your keys on the right hand are a little awkward because they're spread out over three rows and three columns. Not really sure how to solve this. Moving your fingers around a bunch in the middle of the keyboard is sort of disorienting because all the keys feel the same and are arranged in a perfect grid. The enter key is a nice way to break it up.
Also, too many buttons. Put the map in the menu, don't need a button for that. And try just having one button for vision objects, and one button for lights. You'll cycle between scope - camera - none for the vision objects, or between flashlight - lantern - none for the light. So cycling to one of them automatically turns it on.
Try this:
{L} - attack
{P} - special
{;} - cycle between specials
{'} - cycle between vision objects
{ENTER} - powered mode
{RIGHT SHIFT} rotate party members
{CAPS LOCK} - cycle between light sources (change this back to F if you really want; I do understand that F for flashlight is a tradition)
If you really need a map key, then put it on the right SHIFT key, and use the right ALT key rotating party members, since the player's right thumb isn't doing anything else.
I'm a fan of arrow keys for the left hand and the numberpad for the right (Numpad Enter for confirm, 0/ins for cancel, ./del for another button, 1 and 3 for other extra buttons.) This allows for Shift to be run (left pinky) adn ctrl can be another button for whatever. (Page up/down tend to be scroll keys for menus).
Or stick with the tried and true wasd for movement, e for confirm, tab for menu, shift for run, esc for pause, ctrl for whatever. This allows for q, f and c to be easy-reach buttons. That's best for if you're using a mouse.
Or stick with the tried and true wasd for movement, e for confirm, tab for menu, shift for run, esc for pause, ctrl for whatever. This allows for q, f and c to be easy-reach buttons. That's best for if you're using a mouse.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Unfortunately, most keyboards don't have number pads any more. It's fine as an option, but you need another option.
Space limitations. I know my laptop doesn't have one.
But wait a minute, game programs can actually recognize CAPS LOCK as a button?
But wait a minute, game programs can actually recognize CAPS LOCK as a button?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I bind caps lock to something in every game I play that allows custom key bindings. It's a great button for the same reason left shift is.
...Unless your game is an MMORPG that has a text chat system. Then it's not so great. Since people probably don't want to be randomly turning caps lock on and off all the time.
...Unless your game is an MMORPG that has a text chat system. Then it's not so great. Since people probably don't want to be randomly turning caps lock on and off all the time.
Pages:
1















