[Scummvm-devel] RFC: Flexible keymapping via new EVENT_ (post 0.10) (Serhiy Batyuk)

Max Horn max at quendi.de
Fri Jul 13 13:22:15 CEST 2007

On Fr, Juli 13, 2007 13:12, Marcus Comstedt wrote:
> Max Horn <max at quendi.de> writes:
>> BTW, another thing I just had to think off: Some "user actions" are
>> context specific and only relevant at certain times. The "keyboard
>> fighting" in Indy3 & Indy4 comes to mind. For that it would be nice
>> to be able to dynamically & temporarily remap everything.
> While this might at first sound like a good idea, I'm not so sure
> about the usability aspect.  Won't the user be confused when a
> key which up to a certain point in the game has been "pause" (or
> whatever) suddenly does something completely different when pressed?

Indeed. So that shouldn't be done lightly. But some ports do stuff like
using some kind of analog stick for mouse movement normally, but in the
case of fighting, switch it to a control for the fight moves.

After all, confusing UI are bad (but I think the confusion can be
minimized in this case, in particular, "pause" would be "pause" even in
fight mode), but not being able to pass a section of the game due to a
lack of input mapping certainly is worse...


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