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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.
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.
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.
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.
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.