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I didn't mean to be a jerk. Your game is beautiful and I was really looking forward to it. A lot of indies do this with keybinds and it's frustrating. Some major devs/games do it too and that's just shameful. I can be more forgiving of an indie doing it but square enix? come on! lol
W, A, S, D is always the main movement keys for up, down, left, and right which you've already got so that's cool.
Left-Click is usually for Main Attack as well as selecting items on a menu. It's also normal to have Left-Click be the button for continuing dialogue, where you have the Z key. Depending on the game type, E is also used to continue dialogue, or Enter, or Space Bar.
Right-Click is usually for Aiming. Games used to default to Hold for Aiming but being able to Toggle aim on/off is nice to have. Usually this is in Game Settings for the player to pick from if it's an option. Also, if the game doesn't have a main Aim weapon mechanic, then right-click will usually be the secondary attack, such as a Heavy attack compared to the light attack.
I think Scan in this game would be better as Right-Click. Throwing would also normally be attached to the Left-Click button. For example, if you're not Aiming, the default would be a melee attack. If you are aiming, that would automatically switch to shooting instead. This is of course dependent on the different type of game and how overall game mechanics work. Sometimes I'll rebind my Aim key to T or something else if Aiming is not a major function in the game but something you just use on occasion.
Left-Clicking is a major thing in PC gaming. It's usually used for how you select Items/Settings in the Menus as well as your main attack/fire button.
So, for your game, you could use Left-Click for the attack, and Hold Left-Click for the spin attack. Right-Click for Scanning, V could remain as Apply Texture but I think it would be better if Left-Click was also used for that if possible. As mentioned earlier, that could be tied to as long as you have the Aim button open, the function of the left-click changes to shoot instead of normal attack, for example.
The Stomp could remain as E but that type of action would normally be the left Alt or Ctrl key.
I'm not exactly sure how Mutli-Swap works in the game cuz I just didn't want to play more yet with the keybinds as they are. You might want to just give that a single keybind of its own such as Q. Multi-key presses at once on keyboard tend to be more annoying than helpful. I can understand why that's done with a controller though, they have less buttons.
Options to rebind keys is always a big deal as well for PC gaming. That way, even if players don't like the way you set up the keybinds, they can rebind them to any key they would prefer. Usually in games like this, the option to rebind a key to left-click or right-click doesn't exist. I'm not sure why. It's strange to me and annoying.
I have no idea if any of that is possible in a Unity game. I don't know the technical stuff. I just know how keybinds usually are in PC gaming.
WOW, thanks for this detailed description. This will surely help to adjust the keys. We will have to look at it with the whole team and decide, but now we do have a great suggestion for it.
Thank you again very much, really appreciated!!!!
I also couldn't multi-swap. The tutorial needs major work, especially in the beginning. I had no idea what to do after holding c or right click. Turns out it copies an ability after releasing, again no idea.