Gameplans: Updated Controls and Keybinds Section

gameplans

(Gregorius Techneticies) #1

Hands and their usage

As I plan to eventually make it possible to have more than 2 Hands or just one single Hand, there will be Keybinds for “primary Hand” and “secondary Hand” and all the etc Hands.
During Player Body Creation you will be able to select if you’re Lefthanded or Righthanded (or whichever of the Hands are the Primary/Secondary/etc), so you dont have to change your Keybinds whenever you decide your Player uses their other Hand for whatever reasons you may have.
There will be separate Keybinds for each Hand, available actions being:
whack which is essentially an attack with whatever you have in that Hand. Also used for Mining if you have the right Tool, and only if you have a Tool, no Fistpunch Mining unless you happen to be strong enough to punch Holes into the Wall.
use is using Items and solidly places Blocks (so they are attached to whatever you place them at), Melee Weapons like Swords, Spears, Pikes etc usually block using this.
put just lays an Object at the Location or loosely places Blocks without attaching them (so they will be affected by gravity and other forces).
chuck will just throw the Item or Block at whatever is in front of your Crosshair. Some Items like a Spear or a Bucket may have a special behaviour when chucked.
rotate will rotate the Block you are about to place into the direction you want, which is important as many Objects are made up of multiple Blocks. There will be a hologram displaying what you are about to place, and this does have forward and backward rotation bindings.
This makes 12 possible Bindings for a Two-Handed Person.
Default for the primary Hand are: Leftclick = whack , Rightclick = use , Left Ctrl or Right Ctrl = put , DEL or Q = chuck and Mousewheel Up/Down = rotate .
The Secondary Hand (usually the Left Hand) has: Forward (the 4th Mousebutton) = whack , Backward (the 5th Mousebutton) = use , and put , chuck and rotate are not assigned by default, so you don’t drop your offhand Object by accident (but you can ofcourse assign them yourself).


(Gregorius Techneticies) #2

One more update to that Section:

Hands and their usage

As I plan to eventually make it possible to have more than 2 Hands or just one single Hand, there will be Keybinds for “primary Hand” and “secondary Hand” and all the etc Hands.
During Player Body Creation you will be able to select if you’re Lefthanded or Righthanded (or whichever of the Hands are the Primary/Secondary/etc), so you dont have to change your Keybinds whenever you decide your Player uses their other Hand for whatever reasons you may have.
There will be separate Keybinds for each Hand, available actions being:
whack which is essentially an attack with whatever you have in that Hand. Also used for Mining if you have the right Tool, and only if you have a Tool, no Fistpunch Mining unless you happen to be strong enough to punch Holes into the Wall.
use is using Items and solidly places Blocks (so they are attached to whatever you place them at), Melee Weapons like Swords, Spears, Pikes etc usually block using this.
put just lays an Object at the Location or loosely places Blocks without attaching them (so they will be affected by gravity and other forces).
chuck will just throw the Item or Block at whatever is in front of your Crosshair. Some Items like a Spear or a Bucket may have a special behaviour when chucked.
rotate will rotate the Block you are about to place into the direction you want, which is important as many Objects are made up of multiple Blocks. There will be a hologram displaying what you are about to place, and this does have forward and backward rotation bindings.
swap will remove the Item in your Hand and put it back in your Inventory. If used with an empty Hand it will draw whatever Item is on your “Belt” Slot for that particular Hand (like a Sword for example). Some Items may be on your back if large enough, like Shields, Longswords or Spears.
action will bring up a Context Menu for you to select one of multiple Options for the Item in your Hand (more on it further below). If you have a Swiss Army Knife for example, it will bring up a List of all the Tools you can select from it, like a Mode Switch. If you have a Bow, you can select what Arrows to prioritize, etc.
Default for the primary Hand are: Leftclick = whack , Rightclick = use , Left Ctrl or Right Ctrl = put , DEL or Q = chuck , Mousewheel Up/Down = rotate , END or E for swap and F or NUMPAD4 for action .
The Secondary Hand (usually the Left Hand) has: Forward (the 4th Mousebutton) = whack , Backward (the 5th Mousebutton) = use and the rest are not assigned by default, so you don’t drop your offhand Object by accident (but you can ofcourse assign the bindings yourself).

Action Menu

A lot of times there is the Problem of Mods adding Keybinds for random junk you’re rarely using without even asking you if you wanted that Keybind to exist in the first place, then the Keybind eventually conflicts and everything feels shitty to use, and you never know if a Key you never used is bound to something already or not.
That is why there will be “Action” Keys, which will present you with a list of Options for the Block you point at or the Item you are holding in your Hand. It will be populated with all the rarely used Options, Mode Switches, Ammo Select and similar Stuffs.
The Menu itself can be either just a Text Box with multiple selections, like the Rightclick Menu on your Computer, a Box with just Icons to select from, or a Radial Menu, depending on what you like more.
One binding will be for “Block you point at with Crosshair” specifically to show all Options for that one, and all other ones are depending on your Hands Keybinds.
If you use the Hand based Action Keybind with an Empty Hand, it will prompt you with a few “Emotes”, like waving, pointing, whistling and such. Simple non-verbal Communication for the most part, no Dances of the sort.
When using the Keybind with a Weapon in your Hand there might be strategy selections for those Weapons. Also some Items might have specific Emotes, like “waving your sword around” or “bashing your sword against your shield to look threatening”.
The Action Menu will also give you the option to bind a Key to a specific Action, like a shortcut, ingame so you dont need to bring up the Settings Menu to search for some obscurely named Keybind. Things selected that way are usually saved on a per World basis, but you can also make it be saved globally from within the same Menu. Will also work for Emotes ofcourse.