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#ActualAll Names Taken

Posted 06 November 2012 - 07:19 PM

I'm rather all over with different concepts for my game, right now I'm trying to think of a comfortable and useable keyboard layout.

For a fantasy swords and magic RPG played in first person or a first person/third person hybrid. As such it has heavy emphasis on melee combat, inventory usage (potions, scrolls, etc) and special abilities. I'm also thinking of breaking away from the typical norm of PC FPS by doing this scheme as once was recommended to me.

Movement = EDSF as apposed to WSAD was wondering if this would be very confusing for players?

Otherwise things are pretty standard.

Look = Mouse
Jump = Space
Crouch = Ctrl
Run = Shift + Direction
Auto-Run = Caps Lock

The other thing is combat control

Primary Action = Left Mouse
Secondary Action = Right Mouse

Where primary will be the typical 'swing your sword' 'shoot an arrow' 'cast a spell' and secondary I envisage as such things as 'Change from one to two handed sword grip' 'Zoom in for sniper shot with bow' 'change heal spell from self heal to heal other' etc.

Since right click is often the 'block' button in a number of action melee I went with this.

Block/Guard = G

Given that is close to the movement keys does that make it a fluid part of combat? combined with the mouse?

Interact = A

In the same method the base interaction key (open doors, talk, pickup item, search body) is A since that is freed up from movement.

The other thing that came to mind is the quick access of inventory items and abilities.

Abilities cover a range of things from special attacks, spells, gestures, etc ... and use the ability hotkeys z, x, c, v, b.

Inventory has its own hotkeys 1-0

I was considering having , and . (< >) as a way to cycle through hotkey setups ... so you could have a hotkey bar setup for combat, one for magic, one for conversation, etc and simple cycle through them. The ? key possibly acting as a 'context' on off feature that pops up the most appropriate hotkey bar for the situation.

I'm also considering some additional inventory hotkeys in the form of W and R say for primary and secondary weapons.

For the most part that is all the main keys I can think of apart from those that open inventory, maps, quests, etc ... but those I feel can usually be spread out abit more freely.

Can you guys see any problems? have any suggestions? what I should add?

#7All Names Taken

Posted 06 November 2012 - 07:19 PM

I'm rather all over with different concepts for my game, right now I'm trying to think of a comfortable and useable keyboard layout.

For a fantasy swords and magic RPG played in first person or a first person/third person hybrid. As such it has heavy emphasis on melee combat, inventory usage (potions, scrolls, etc) and special abilities. I'm also thinking of breaking away from the typical norm of PC FPS by doing this scheme as once was recommended to me.

Movement = EDSF as apposed to WSAD was wondering if this would be very confusing for players?

Otherwise things are pretty standard.

Look = Mouse
Jump = Space
Crouch = Ctrl
Run = Shift + Direction
Auto-Run = Caps Lock

The other thing is combat control

Primary Action = Left Mouse
Secondary Action = Right Mouse

Where primary will be the typical 'swing your sword' 'shoot an arrow' 'cast a spell' and secondary I envisage as such things as 'Change from one to two handed sword grip' 'Zoom in for sniper shot with bow' 'change heal spell from self heal to heal other' etc.

Since right click is often the 'block' button in a number of action melee I went with this.

Block/Guard = G

Given that is close to the movement keys does that make it a fluid part of combat? combined with the mouse?

Interact = A

In the same method the base interaction key (open doors, talk, pickup item, search body) is A since that is freed up from movement.

The other thing that came to mind is the quick access of inventory items and abilities.

Abilities cover a range of things from special attacks, spells, gestures, etc ... and use the ability hotkeys z, x, c, v, b.

Inventory has its own hotkeys 1-0

I was considering having , and . (< >) as a way to cycle through hotkey setups ... so you could have a hotkey bar setup for combat, one for magic, one for conversation, etc and simple cycle through them. The ? key possibly acting as a 'context' on off feature that pops up the most appropriate hotkey bar for the situation.

I'm also considering some additional inventory hotkeys in the form of W and R say for primary and secondary weapons.

For the most part that is all the main keys I can think of apart from those that open inventory, maps, quests, etc ... but those I feel can usually be spread out abit more freely.

Can you guys see any problems? have any suggestions? what I should add?

#6All Names Taken

Posted 06 November 2012 - 07:19 PM

I'm rather all over with different concepts for my game, right now I'm trying to think of a comfortable and useable keyboard layout.

For a fantasy swords and magic RPG played in first person or a first person/third person hybrid. As such it has heavy emphasis on melee combat, inventory usage (potions, scrolls, etc) and special abilities. I'm also thinking of breaking away from the typical norm of PC FPS by doing this scheme as once was recommended to me.

Movement = EDSF as apposed to WSAD was wondering if this would be very confusing for players?

Otherwise things are pretty standard.

Look = Mouse
Jump = Space
Crouch = Ctrl
Run = Shift + Direction
Auto-Run = Caps Lock

The other thing is combat control

Primary Action = Left Mouse
Secondary Action = Right Mouse

Where primary will be the typical 'swing your sword' 'shoot an arrow' 'cast a spell' and secondary I envisage as such things as 'Change from one to two handed sword grip' 'Zoom in for sniper shot with bow' 'change heal spell from self heal to heal other' etc.

Since right click is often the 'block' button in a number of action melee I went with this.

Block/Guard = G

Given that is close to the movement keys does that make it a fluid part of combat? combined with the mouse?

Interact = A

In the same method the base interaction key (open doors, talk, pickup item, search body) is A since that is freed up from movement.

The other thing that came to mind is the quick access of inventory items and abilities.

Abilities cover a range of things from special attacks, spells, gestures, etc ... and use the ability hotkeys z, x, c, v, b.

Inventory has its own hotkeys 1-0

I was considering having , and . (< >) as a way to cycle through hotkey setups ... so you could have a hotkey bar setup for combat, one for magic, one for conversation, etc and simple cycle through them. The ? key possibly acting as a 'context' on off feature that pops up the most appropriate hotkey bar for the situation.

I'm also considering some additional inventory hotkeys in the form of W and R say for primary and secondary weapons.

For the most part that is all the main keys I can think of apart from those that open inventory, maps, quests, etc ... but those I feel can usually be spread out abit more freely.

Can you guys see any problems? have any suggestions? what I should add?

#5All Names Taken

Posted 06 November 2012 - 07:19 PM

I'm rather all over with different concepts for my game, right now I'm trying to think of a comfortable and useable keyboard layout.

For a fantasy swords and magic RPG played in first person or a first person/third person hybrid. As such it has heavy emphasis on melee combat, inventory usage (potions, scrolls, etc) and special abilities. I'm also thinking of breaking away from the typical norm of PC FPS by doing this scheme as once was recommended to me.

Movement = EDSF as apposed to WSAD was wondering if this would be very confusing for players?

Otherwise things are pretty standard.

Look = Mouse
Jump = Space
Crouch = Ctrl
Run = Shift + Direction
Auto-Run = Caps Lock

The other thing is combat control

Primary Action = Left Mouse
Secondary Action = Right Mouse

Where primary will be the typical 'swing your sword' 'shoot an arrow' 'cast a spell' and secondary I envisage as such things as 'Change from one to two handed sword grip' 'Zoom in for sniper shot with bow' 'change heal spell from self heal to heal other' etc.

Since right click is often the 'block' button in a number of action melee I went with this.

Block/Guard = G

Given that is close to the movement keys does that make it a fluid part of combat? combined with the mouse?

Interact = A

In the same method the base interaction key (open doors, talk, pickup item, search body) is A since that is freed up from movement.

The other thing that came to mind is the quick access of inventory items and abilities.

Abilities cover a range of things from special attacks, spells, gestures, etc ... and use the ability hotkeys z, x, c, v, b.

Inventory has its own hotkeys 1-0

I was considering having , and . (< >) as a way to cycle through hotkey setups ... so you could have a hotkey bar setup for combat, one for magic, one for conversation, etc and simple cycle through them. The ? key possibly acting as a 'context' on off feature that pops up the most appropriate hotkey bar for the situation.

I'm also considering some additional inventory hotkeys in the form of W and R say for primary and secondary weapons.

For the most part that is all the main keys I can think of apart from those that open inventory, maps, quests, etc ... but those I feel can usually be spread out abit more freely.

Can you guys see any problems? have any suggestions? what I should add?

#4All Names Taken

Posted 06 November 2012 - 07:19 PM

I'm rather all over with different concepts for my game, right now I'm trying to think of a comfortable and useable keyboard layout.

For a fantasy swords and magic RPG played in first person or a first person/third person hybrid. As such it has heavy emphasis on melee combat, inventory usage (potions, scrolls, etc) and special abilities. I'm also thinking of breaking away from the typical norm of PC FPS by doing this scheme as once was recommended to me.

Movement = EDSF as apposed to WSAD was wondering if this would be very confusing for players?

Otherwise things are pretty standard.

Look = Mouse
Jump = Space
Crouch = Ctrl
Run = Shift + Direction
Auto-Run = Caps Lock

The other thing is combat control

Primary Action = Left Mouse
Secondary Action = Right Mouse

Where primary will be the typical 'swing your sword' 'shoot an arrow' 'cast a spell' and secondary I envisage as such things as 'Change from one to two handed sword grip' 'Zoom in for sniper shot with bow' 'change heal spell from self heal to heal other' etc.

Since right click is often the 'block' button in a number of action melee I went with this.

Block/Guard = G

Given that is close to the movement keys does that make it a fluid part of combat? combined with the mouse?

Interact = A

In the same method the base interaction key (open doors, talk, pickup item, search body) is A since that is freed up from movement.

The other thing that came to mind is the quick access of inventory items and abilities.

Abilities cover a range of things from special attacks, spells, gestures, etc ... and use the ability hotkeys z, x, c, v, b.

Inventory has its own hotkeys 1-0

I was considering having , and . (< >) as a way to cycle through hotkey setups ... so you could have a hotkey bar setup for combat, one for magic, one for conversation, etc and simple cycle through them. The ? key possibly acting as a 'context' on off feature that pops up the most appropriate hotkey bar for the situation.

I'm also considering some additional inventory hotkeys in the form of W and R say for primary and secondary weapons.

For the most part that is all the main keys I can think of apart from those that open inventory, maps, quests, etc ... but those I feel can usually be spread out abit more freely.

Can you guys see any problems? have any suggestions? what I should add?

#3All Names Taken

Posted 06 November 2012 - 07:19 PM

I'm rather all over with different concepts for my game, right now I'm trying to think of a comfortable and useable keyboard layout.

For a fantasy swords and magic RPG played in first person or a first person/third person hybrid. As such it has heavy emphasis on melee combat, inventory usage (potions, scrolls, etc) and special abilities. I'm also thinking of breaking away from the typical norm of PC FPS by doing this scheme as once was recommended to me.

Movement = EDSF as apposed to WSAD was wondering if this would be very confusing for players?

Otherwise things are pretty standard.

Look = Mouse
Jump = Space
Crouch = Ctrl
Run = Shift + Direction
Auto-Run = Caps Lock

The other thing is combat control

Primary Action = Left Mouse
Secondary Action = Right Mouse

Where primary will be the typical 'swing your sword' 'shoot an arrow' 'cast a spell' and secondary I envisage as such things as 'Change from one to two handed sword grip' 'Zoom in for sniper shot with bow' 'change heal spell from self heal to heal other' etc.

Since right click is often the 'block' button in a number of action melee I went with this.

Block/Guard = G

Given that is close to the movement keys does that make it a fluid part of combat? combined with the mouse?

Interact = A

In the same method the base interaction key (open doors, talk, pickup item, search body) is A since that is freed up from movement.

The other thing that came to mind is the quick access of inventory items and abilities.

Abilities cover a range of things from special attacks, spells, gestures, etc ... and use the ability hotkeys z, x, c, v, b.

Inventory has its own hotkeys 1-0

I was considering having , and . (< >) as a way to cycle through hotkey setups ... so you could have a hotkey bar setup for combat, one for magic, one for conversation, etc and simple cycle through them. The ? key possibly acting as a 'context' on off feature that pops up the most appropriate hotkey bar for the situation.

I'm also considering some additional inventory hotkeys in the form of W and R say for primary and secondary weapons.

For the most part that is all the main keys I can think of apart from those that open inventory, maps, quests, etc ... but those I feel can usually be spread out abit more freely.

Can you guys see any problems? have any suggestions? what I should add?

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