Rogue Fable III

Rogue Fable III

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FroBodine Dec 29, 2018 @ 4:12pm
Please let us rebind the controls
I HATE using arrow keys or the number pad to move my dude. I strongly prefer WASD, even if that means I can't move diagonally. Or, even better QWE, ASD, ZXC, so I CAN move diagonally.

I have my right hand on the mouse, and it is super uncomfortable to have my left hand way over on the number pad. It just doesn't work for me.

Please let us rebind the controls to whatever we want. This is a standard feature nowadays. Hopefully you can implement it.
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Gnome Dec 29, 2018 @ 4:20pm 
+1

I prefer playing with WASD too. Since there's no way to rebind keys, I did an AutoHotKey script that emulates the WASD keys as if they were arrow keys (I can share with you if you want). It works, but it's just a workaround, and I can no longer use those keys for what they really were made (W, for instance, that it's used to exchange weapons), since the script thinks they are arrow keys, so I lose some functions. Rebinding would be ideal.
MechWarden Dec 29, 2018 @ 6:11pm 
As much as I'd like to agree with the idea as-is, and from someone that grew up using WASD based movement on FPS-styled games; I really don't think such a rebind is a good idea (but rebinding in general does sound good). Moving diagonally is a really important thing in the game. Slow (or slowed) enemies cannot move diagonally, and the Slow status effect locks you out of diagonal movement. Also, to get the most out of Strafe Attack, you need diagonal movement as well to get those free shots while moving.

I think we need more than a simple rebind to get both the WASD functionality we'd want (as WASD/FPS players) without compromising control. Being able to press two keys at once, reliably, to do diagonal movement would go a long way to making this possible. The loss of diagonal movement for a simple WASD setup is a no-go for me. And using up 4-5 more keys to get an awkward workaround for diagonal movements isn't much better when most people aren't used to using 8 to 9 button for movement.

If there was a for-purpose setup for WASD, that for example put in a half second delay or so to input, so all 8 directions can be pressed with minimal error, I'd be on board for that. Then we can rebind Q and E (Quit and Explore respectively) into a Prev/Next weapon setup, and the number keys right above that can be consumable item hotkey. Maybe for the hotkeys, you have to press the button twice, one to select it, and another to use it; at least until hotkey numbers are doable on the pixel art interface.
FroBodine Dec 29, 2018 @ 6:24pm 
That's why if we have full remapping control, we can bind the square of QWE, AD, ZXC for full eight directional movement like the numpad.
Justin  [developer] Dec 29, 2018 @ 6:33pm 
Key rebinds are def on the todo list. Opinions seem to vary quite widely on what is and is not good as far as key setups go, so the easiest solution is just to make everything remappable.

I've seen a few different systems for handling 8 way movement with only 4 keys such as what MechWarden mentioned above or holding shift or some other key to rotate the WASD keys on the diagonal with an overlay. Though I personally have no problem with numpad keys, I'd def consider this on my todo list as well as a toggle option.
MechWarden Dec 29, 2018 @ 7:15pm 
I'm just too used to WASD, and only WASD, for left handed keyboard movement. Using Q and E for quick weapon swap and Interact respectfully, or for leaning left and right is pretty much ingrained as well. Moving diagonally by pressing two buttons on the WASD feels very natural for me; so I guess I'm kind of old school when it come to WASD.

Sure, people can be retrained to use a set of 9 keys for movement, but that's pretty awkward when the go-to setup is the classic WASD. I mean, I can attest to retraining, I've gotten used to the crazy controller-to-keyboard adaption that No Man's Sky has. It has WASD for movement, but Z is for the Quick Menu for building, X for the Quick Menu for Options, C is for sensor scan, and Q and E is for cycling through the quick menu tree. Thank goodness the Quick Menu is context sensitive, or that thing would be a nightmare to use when panicked. But that took me about 40-80 hours of gameplay to notice the muscle memory develop for it, and 100-150 hours to realize I was proficient.

If given a choice, I'd likely stick with the mouse for movement than try for a left handed 9-button setup. But I do admit that people are different and some wouldn't mind that. But I would like those other 5 buttons around the WASD to be used for other features if possible. The keyboard real estate is rather tight in that area, and is typically reserved for important actions.

And this just came to mind as well. There are RTS keyboard setups as well, were it isn't just a set of 9 buttons, but 12 or 16; using 1-4 to Z-V area of the keyboard (along with shift, ctrl, alt, and tab and modifiers), mainly used for various menus.

Ok, so this got complex fast. I guess general rebinding, with a customizable 8-way 4-button option would pretty much cover all the bases.
AdanGR_55 Dec 30, 2018 @ 1:03am 
And if you can add controller support I will buy immediately :)
Coin0p Jan 7, 2019 @ 7:39am 
+1 Casting my vote -- I've bought the game already -- after 5 minutes of play I found that I really wanted the rebind option. Controller support would be nice too.
Gnome Jan 7, 2019 @ 8:17am 
For those who want to play with WASD right now, there's a workaround (a sort of rebinding file I made). For TL;DR, just see the 'Enabling WASD' chapter:

https://steamcommunity.com/sharedfiles/filedetails/?id=1617140765

The guide is for Desktop Dungeons, but this workaround can be used with any game that uses arrow keys for movement. In fact, this is how I'm playing Rogue Fable III - Just keep in mind that you'll need to use mouse for some commands with this method.
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Date Posted: Dec 29, 2018 @ 4:12pm
Posts: 8