[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...

Cheers,
Max




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