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18639: RE: [MUD-Dev] When the interface becomes the challenge.
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From: Matt Owen <MOwen@Channel4.co.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 22 Jun 2001 16:59:09 -0000
Organization: Kanga.Nu
From: Koster, Raph [mailto:rkoster@verant.com]
> Many FPS players want the W, A, S, D keys to be movement. That
> shoots type to talk down right there.
I play an awful LOT of Quake 3 (And Quake/2 before that), and I have
never gotten on with the WASD keyboard configuration.
What worked for me, is having Free-Look on the mouse, move it
forwards I look down, backwards I look up, left & right etc. With
Run forward on one of the buttons and 'action' on the other ('fire'
in this instance).
This config leaves my left hand (and I am a left hander) free to
roam the keyboard hitting keys for special commands. Granted, there
aren't many special commands in Quake 3, but you get the idea. I
tend to use this layout for most 1st and 3rd person games.
I have never found anyone else who plays with a config like this,
but it suits me. Which brings me to my point. In my view designers
should set up a 'most common' set of controls for the genre of the
game they are designing, and offer via one easy keypress a
re-configuration screen, so that experienced players (most newbies
would just learn the default layout) could fiddle with their setup
until they were happy.
Jaruzel.
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