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Re: [Bug-freedink] Talk/Attack buttons are unintuitive


From: beuc
Subject: Re: [Bug-freedink] Talk/Attack buttons are unintuitive
Date: Sat, 22 Aug 2015 13:30:37 +0200
User-agent: Mutt/1.5.21 (2010-09-15)

Hi,

On Thu, Aug 20, 2015 at 09:41:05AM -0700, Eric Duhamel wrote:
> The buttons assigned to talking to an NPC and attacking an NPC are
> unintuitive and can cause you to attack when you don't mean to. I
> will refer to them as buttons 1 and 2. On the keyboard I believe
> they are Ctrl and Space.
> 
> Button 1 performs the action assigned to the hand. By default it is
> a Punch. To talk/examine something, you press Button 2. However,
> while you are talking to someone or examining something, you press
> Button 1 to Advance or Enter a response. That button corresponds
> with Punch, which means once you finish using Button 1 in a dialogue
> you have to remember not to press Button 1 again or you will just
> Punch something!
> 
> I suggest assigning Actions to Button 2 and Talk/Examine to Button
> 1 while keeping Button 1 assigned to Advance/Select at the same
> time, so that the button used within a dialog corresponds with the
> button to start a dialog. I think this scheme is in common with most
> modern RPGs.

Thanks for your feedback.

Among GNU FreeDink's audience are a lot of people who played countless
hours on the original game engine and variants (including FreeDink),
so I don't intend to change the default and get a backslash :)

Also, it seems to me that, when discussing with a NPC, you're likely
to press [Space] to skip lines of dialog when you read them, so you're
not likely to press [Ctrl] at the end of the conversation. My gaming
experience is that I rather mistakenly re-initiate dialog sometimes.
Note that this mapping also prevents mistakenly validating a choice
when skipping a conversation by pressing [Space] repeatedly.


> This isn't possible to do in in-game settings.

It's true that it's not possible to define inversed mappings for the
gameplay and the dialog interface.  I may introduce this in the next
version.

Cheers!
Sylvain



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