HOW TO NAVIGATE A HEX GRID WITH THE KEYBOARD?

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I'm working on a game where the player navigates a hexagon grid with the keyboard. And players often report the control as not intuitive. So I'm looking for ideas on how to make keyboard navigation of hex grid intuitive.

Hexagons can be staked horizontally (a.k.a Pointy hex) or vertically (a.k.a Flat hex) to build the grid, so make sure you mention which staking your idea refers to.

- Horizontal staking (Pointy hex) - - - - - - - - - - - - Vertical stacking (Flat hex) -

My game uses vertical stacking but feel free to also make suggestions for the horizontal stacking. Some developers, me included, might use it someday.
Typically, games with d-pad controls that also use a hex grid are older turn-based strategy games. They use the same cursor you'd expect from a mouse, except it's controlled by the d-pad. I can't think of any games where entity control is direct, and my initial thought is that it's a bad idea and you should not do that.

Looking at your profile, I assume this is for your MinST project. Is there any reason you can't just use mouse controls? Are you porting it to an unusual platform?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Vertical stacking seems simple to navigate with Q-W-E, A-S-D as directionals. Horizontal stacking is more aesthetically pleasing, but harder to map to a keyboard.

You may also want to consider mouse controls as a cop-out option.
If you really /have/ to use a pad input and not like a mouse or analog stick or something, try mapping row/column to up/down, similar to an isometric game:


Like with red=vertical blue=horizontal. Personally I think horizontal stacking would be more natural but it's worth playing around.
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
If the player can move multiple tiles at a time, I would do what psy_wombats said. That's how isometric tactical RPGs work and it only takes a few seconds for the player to get used to.

If the player can only move one tile at a time, I would do what LouisCyphre said. If you use arrow keys, it will be very awkward that four of the directions require only require one button press while the other two directions require two button presses. However this is a problem that only exists for games where the player is moving one tile at a time. If the player is selecting a distant tile to move to, like in tactical RPGs, then the awkwardness vanishes and arrow keys work better.

Something like WEADZX seems clever at first, but is harder to actually play than QWEASD. There's no comfortable position to rest your hand, and the dummy key in the middle makes it weird.
Deltree
doesn't live here anymore
4556
The numpad 1-2-3 4-5-6 could also work along with vertical stacking, though I prefer using the arrow keys to WASD so I guess it feels more natural to me. But, since they're nice and rectangular, you don't need to worry about odd or center keys. You can also leave the left side open as an alternative if someone is playing on a keyboard without a numpad.
@Jude

Yes, I'm looking for ideas to improve controls in MinST. Mouse control is a good solution but I want to experiment more with keyboard control first. MinST is designed for Windows PC and I might compile it for Lubuntu someday... no unusual platform planned.


@LouisCyphre

Your Q-W-E, A-S-D choice overcomes one issue with the current F-G-H, C-V-B (chosen to comply with QWERTY and non-QWERTY layouts): it is much easier to put back your fingers in the right position after you moved the hand to press Esc or another key.


@psy_wombats

The mapping of horizontal and vertical arrows only covers 4 of the 6 possibles move directions. As the path maters, I must allow all 6 directions from any hexagon.


@LockeZ

The player can move multiple tiles but each move cost some Action Points. So you want to optimize your path.
Selecting a distant tile to move to works in games where a unit makes its complete move at once.
Here you can a move a unit some tiles, then move another unit, then move the first unit some more.


@Deltree

Among players who have a numpad some wanted 1-2-3 7-8-9 control. I also prefer arrow keys over WASD so I initially chose Delete-End-PageDown, Insert-Home-PageUp as a 6 directions equivalent to arrow keys but it's impractical on laptop keyboard.



@ all

There seems to be no right-for-all setting so I'll work on a "configure controls" option.
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