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From: "Brandon J. Van Every" <vanevery@indiegamedesign.com>
To: "xconq" <xconq7@sources.redhat.com>
Subject: keys and menus
Date: Thu, 20 Nov 2003 10:37:00 -0000	[thread overview]
Message-ID: <OOEALCJCKEBJBIJHCNJDMEBIGMAB.vanevery@indiegamedesign.com> (raw)
In-Reply-To: <012501c3af4f$c2e46110$9ff94382@andreas>

Andreas Bringedal wrote:
>
> > > 5. Players hate to type; they would rather roll around a
> > > bunch of buttons
> > > and popups than hit a single key on the keyboard.
> >
> > I agree.
>
> I strongly disagree.  If there is a paranthesis in the menu
> which tells you
> what keys to press to achieve the same result then those
> _will_ be used.

Yes, but they should never be required.

> Another important thing is to use the standard key binding used most
> commonly in other games.

Caveat: some genres only have perceived standards, not actual ones.  But
I must admit, I found Xconq keys rather "wack" compared to Civ keys.  I
don't know if Xconq keys are based on Empire keys that were different or
something.  Anyways, the standard solution in this case is a user
configurable keymap, plus some keymap profiles for common layouts that
people use.

I thought it was very strange that in a hex game, the movement keys were
not in fact laid out in a hex on the keyboard, seeing as how that shape
is readily available on the keyboard.

> However a permanent menu choice like in Panzer general where
> you have a row
> of choices along one side of the screen is easier than key
> bindings and far easier than popdown menues.

What's a "popdown" menu?

I've been thinking in terms of a "right-click always gives you a popup
menu of specific icons" style of interface.  I'm willing to train the
user that they always need to right-click, using a scripted tutorial.
It is not a difficult convention for Windows users, it's how you get
around Windows.  That way, permanent screen real estate does not have to
be allocated, and you don't have to waste movement mousing over to the
icon bar.

> Panzer General's good menu system, pleasant
> game coulors, and easily surveyable map/units is half it's reason for
> success. (The other half being a good game/combat system)

I agree that they nailed playability and ease-of-use.


Cheers,                     www.indiegamedesign.com
Brandon Van Every           Seattle, WA

Taking risk where others will not.

  reply	other threads:[~2003-11-20 10:31 UTC|newest]

Thread overview: 23+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2003-11-20  2:15 Xconq UI thoughts Stan Shebs
2003-11-20  2:26 ` Brandon J. Van Every
2003-11-20  2:57   ` Eric McDonald
2003-11-20  9:45     ` growth agendas and OO Brandon J. Van Every
2003-11-20 10:49       ` Bruno Boettcher
2003-11-20 10:59         ` Brandon J. Van Every
2003-11-20 11:51           ` Jakob Ilves
2003-11-20 12:05             ` Brandon J. Van Every
2003-11-20 17:57             ` Jim Kingdon
2003-11-20 17:24       ` Eric McDonald
2003-11-20 17:51         ` Eric McDonald
2003-11-21  1:59         ` altruistic VS 2003 Solution files Brandon J. Van Every
2003-11-21  4:17           ` Eric McDonald
2003-11-21  9:02             ` So let's get right to the point Brandon J. Van Every
2003-11-21 23:14               ` Lincoln Peters
2003-11-22  0:06                 ` Why Eric doesn't like my personal style Brandon J. Van Every
2003-11-23 11:13                   ` Mark A. Flacy
2003-11-23 14:22                     ` Brandon J. Van Every
2003-11-22  0:07                 ` So let's get right to the point Brandon J. Van Every
2003-11-21  2:01         ` growth agendas and OO Brandon J. Van Every
2003-11-20 10:31   ` Xconq UI thoughts Andreas Bringedal
2003-11-20 10:37     ` Brandon J. Van Every [this message]
2003-11-20 10:58     ` Bruno Boettcher

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