On Thursday, February 25, 2016 at 12:31:50 AM UTC-7,
[email protected] wrote:
Thanks for the feedback. :)
Happy to help, all who ask. :-)
With regard to your feedback:
1. You are right about this one. Whilst filming the demo I was getting irritated with all the menu clicking. As a result, hotkeys will be introduced as well has a small toolbutton palette that will automatically become visible when a unit is
highlighted.
It is nice to see that you will try to accommodate other methods of play. Most games are very short-sighted and force players to only use the mouse, through clicks and right+clicks. While this is fully functional, it may contribute to Carpal Tunnel
syndrome due to the constant tiny mouse adjustments.
With regards to your tool-button palette, I hope that you will allow it to be customized by the players so that they can add or remove their preferred buttons.
Since you have yet to add any hotkeys, I hope you will allow me to make a few suggestions.
Here is a screenshot from your video when you issued movement orders.
http://i63.photobucket.com/albums/h130/hermanhum/Ancient%20Armies%20Hotkeys_zpsp4veayyl.gif
Most of your commands seem to require mouse input on the map. I have added a dot beneath the letters of your various commands as suggestions for an appropriate hotkey. Please note that all these letters can be typed with the left-hand while the right-
hand remains on the mouse for map input.
Also, please note that each hotkey should be a single keystroke (whenever possible) as the requirement for Ctrl+Shift+hotkey pretty much defeats the purpose of a hotkey in the first place. :-)
Since you are starting from a blank hotkey slate, please consider (strongly) allowing users to map their own hotkeys.
Lastly, you might consider grouping your keys by similarity of function (or other rationale) instead of just alphabetical order.
For example,
Break Formation
Fast Wheel
Wheel
Charge
Move Forward
Surge
Others:
- The exclamation mark after "Charge!" seems unnecessary.
- There does not seem to be any other way to move, except Forward. Why not shorten it to just "Move"?
3. The shaded tool is one thing I do want, but I will have some technical obstacles to overcome to make it fast. I'm guessing that I could lower the resolution for this purpose.
Should you be unable to overcome the shading obstacle, a possible work-around solution might be radiating lines from a single point, not unlike a wagon wheel. This is not as aesthetically pleasing or accurate as a shaded area, but it might be more in
line with your currently available option. The lines could emanate every 5, 10, 15, (or user-defined) degrees.
5. I'm thinking of adding an OOB tree with hotkeys to navigate it. That plus a next and prev unit button. In the full game, once it's under way, you won't be giving out so many orders either which should mitigate things a little.
I understand that you do not feel players will be issuing many orders once a game begins, but I hope that you try to accommodate different styles of play so as not to penalize the ones who like micro-manage.
Personally, I have not had much use for OoB Next and Prev functions in the other games I play. Too often, the next unit selected has nothing to do with the local situation. For example, in WitP, you might be fighting in Guam with the next unit in the
cycle located in Seattle then China before coming back to Guam. Thus, I found no use whatsoever for such a function within that game.
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