On May 6, 7:11 am, Janis Papanagnou <
janis_papanag...@hotmail.com>
wrote:
> 5. how can the movement keys best be integrated in a game where
> you have practically every key on the keyboard already used
> (without sacrificing mnemonics for other keys)
The mnemonics for other actions are not as important as the
direction keys, because there isn't any other action you do
anywhere near as often as moving. Also, and more importantly IMO,
other keys can have their mnemonics chosen on an individual basis,
rather than needing to be chosen as a group. If the keys are
picked over already, individual commands can still be chosen by
flipping through synonyms, but finding a place where there's a
group of keys together would be rather harder, perhaps impossible.
Just for example, using u for northwest, i for northeast, m for
southeast, and n for southwest, with the hjkl, would have been
MUCH better than the present setup. Yes, that would've meant
p for checking your _p_ack contents instead of i for _i_nventory,
g for _go_ instead of m for _move_, #pay instead of p for
_p_ay, an action that is not used very frequently anyhow, and
so on and so forth. Making these changes now would be mostly
pointless, because now everybody has a GUI and newbies can just
play that way until they learn the keys. And once you learn
the keys, the arrangement no longer matters nearly as much (as
long as it's not completely terrible, like having to type
#GO_WEST to move west or some jazz like that). It's mainly
only a problem insofar as it slows down learning for newbies,
and like I said these days they can just use the GUI until they
learn the keys, so it's not that big a deal.
> (We can still argue about whether it had been a crucial omission
> to not allow [completely] freely configurable keyboard commands.)
In 1983, or even 1987, I don't think that was a particularly
crucial omission. However, by the time the 3.4 series rolled
around in the twenty-first century it was rather glaring.
Fortunately that's going to be moot now, as NetHack4 does have
it. (I say "going to be" because NetHack4 is still missing
a couple of things to be really finished enough for most newbies,
tiles and MS Windows support being rather obvious examples. I
may have another look at trying to compile under Windows some
time this week. I do not guarantee results, but we'll see.
Tiles will be a little more work to do, but I'm confident it
will happen eventually.)
> > With games that use ASDW for left/down/right/up, the diagonals
> > are invariably Q, E, Z, and either X or C. Not ERCV or some jazz
> > like that.
>
> That I consider a good decision for games that are solely movement
> oriented and do not have dozens of other commands to support. I have
> to ask you how you would have arranged the Apply, Search, Drop, Wear,
> Quaff (arguable, but D for Drink is also as unavailable in your list)
> and Eat commands?
Apply is actually a rather awkward substitute for Use; I assume
it's what they came up with after U was taken for diagonal movement.
The fact that you didn't pick up on this proves my point: as long
as you make up a mnemonic for them, the various other commands will
be easy enough to learn and feel fairly natural. Movement is what
should have first choice. Search could just as easily be Look.
Wear would be harder (Don and Equip being taken for movement), until
you realize that Wear and PutOn are only separate because the devs
were deliberately trying to make the interface confusing and hard.
PutOn could just be used for armor as well as rings and such, with
absolutely no negative impact on anything. (In fact, NetHack4 lets
you use PutOn and Wear interchangeably. Nobody has yet complained
about it, to my knowledge.)
Quaff is such an obscure verb, it only really works as a mnemonic
for the kind of people who paid attention when the lit teacher was
explaining Poe. I assume the process whereby they came up with it
went something like this:
Dev One: "Okay, D for Drink..."
Dev Two: "Wait, D is already Drop."
Dev One: "Fine, so shift-D for Drink."
Dev Three: "No, dude, I've got this idea for a really great
time-saving feature where you Drop a whole bunch
of things at once, by selecting them from an inventory
list. I want shift-D for that."
Dev Two: "That does sound useful..."
Dev One: "Are you sure that's more important than Drink?"
Dev Three: "Dude, can't Drink be another letter? There've gotta
be synonyms, right"
Dev One: "Yeah? Name one."
Dev Three: "Okay, umm..."
[gets thesaurus out]
"Oh, yeah, Quaff. We can have Q for Quaff. We could
even add a napenthe potion, and ravens..."
Dev Two: Ravens are not a bad idea, but what would a napenthe
potion be good for?
Dev Three: It could give the player amnesia.
Dev One: Gah. We already have a scroll of amnesia, plus mind
flayers, and amnesia is one of the most annoying things
in the game. Let's NOT add a potion of amnesia, just
for the sake of a stupid joke.
Dev Two: Okay, I agree. Q for Quaff, and Ravens, but no napenthe,
and no balm of Gilead either.
Dev Three: Alright, fine, spoil the joke if you must.
Dev Two: Relax, dude, Quaff still sounds funny. It's a good
enough joke without the potion. Besides, nobody would
deliberately quaff a potion of napenthe anyway, if it
gave you amnesia.
If you want another mnemonic letter for drinking other than Drink,
I can suggest Swig or Guzzle or Chug or Imbibe, all of which are
significantly more common words than Quaff.
Better yet, Ingest would work for both eating and drinking, which
reduces the number of commands by one and frees up a key slot.
(Inventory could be Pack contents or Held items etc, or you
could use lowercase i for inventory and uppercase I for Ingest,
which isn't any more confusing than wield/Wear and pay/PutOn.)
Like I said, the individual command mnenomics aren't hard to
devise. The thing that makes the movement keys harder to pick
well is that they need to be picked as a group, together. They
should've had priority.
But, like I also said, it's moot now. NH4 lets you change the
keys to whatever you like, and newbies who don't yet know the
keys are likely to use GUI builds at first anyway (for reasons
discussed upthread, notably that it makes it much easier to
tell new monsters apart from ones you've seen before), so they
can take a few extra days to learn the keys and play meanwhile,
no big deal.
> (You can argue with a dozen people about the best layout and you'll
> likely get more than a dozen opinions.)
Sure. The individual commands are arbitrary.
> > (There is, of course, also the small matter of what
> > happens when the user's keyboard is not QWERTY.
>
> I don't think it would pay to support many fundamentally
> different keyboard types.
Allowing the user to remap the keys has that covered now anyway.