Author Topic: Configurable keys?  (Read 801 times)

Offline lanstro

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Configurable keys?
« on: May 20, 2010, 07:39:40 am »
I was wondering why we can't configure the shortcut keys ourselves.  It'd be much more convenient to map the keys we actually use to the prime keyboard real estate around wasd and get rid of the ones that we never use.

Instead Q-R are bound up with what I find are pretty useless switch view keys while something that I think is much more useful, select ships by Mark, is stuck out to M.

It doesn't even have to be all keys, understandable if it's tricky to allow multi key combos to be remapped.  Just remapping the single keypress keys would be a huge improvement.

Offline keith.lamothe

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Re: Configurable keys?
« Reply #1 on: May 20, 2010, 08:13:32 am »
We've done this for Tidalis and are planning it for AI War when we port it to Unity (July/August).

It's actually harder to make it work for such a dense set of commands because if we make a new default keybinding it's almost certain to step on someone's custom keybindings, but I'm thinking it would be better to just let that happen.
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Offline NickAragua

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Re: Configurable keys?
« Reply #2 on: May 20, 2010, 12:49:13 pm »
You'll know you've got too many possible key combinations when you need both hands on the keyboard simultaneously and have to use an eye-tracking device as a mouse pointer. For example: LCTRL-RCTRL-Z-O-G-R-Right Eye Blink for "move all ships with health below 67% to the nearest mobile repair station, attempting to avoid enemy contact". This is important because if you blink with the left eye, they'll run for the nearest wormhole instead!

Personally, I'm just glad that this game lets us pause in multiplayer. That's the best short-cut key of all.

Offline Fleet

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Re: Configurable keys?
« Reply #3 on: May 20, 2010, 12:55:38 pm »
I had better brush up on my emacs!

Serously, looking forward to the key customization. I can see how it would be tricky, since different keys do different things depending on context. Seems instead of simply changing the key, it would be better to map each command that the key controls, and let the user change the key for each context-specific command. Although there are a lot of contexts (units selected, hovering over wormhole) so I'm not sure how feasible this is.