I can see it being more than a couple of days but a couple of months seems like way too much. Changing the keys around to be consistent between different screens, or adding a mode where the controls are consistent (this alpha interface looooves modes, which are just about the biggest no-no there is in text-based interface design) is not reworking the entire interface and would not derail the project.
Seriously, Virex - putting "inconsistent" in scare quotes? What are you smoking? You don't have to pretend that this is the first time you've ever come across the notion.
I've been using AutoHotkey under Windows to remap the cursor controls to a USB gamepad and I have
run out of joystick axes because the gamepad I'm using
only has eight axes. I was getting along with settings for 8462 / cursor keys, -+*/, umhk, and UMHK but today I came across another screen that uses wasd. Or for another example, to back out of a menu or confirm changes (and often it's not clear which one of those you're doing, sometimes backing out
is confirming changes and sometimes it's not) can be escape, enter, shift-enter, d, x, or 4 / left-arrow.
It's an alpha and it's such a fabulous game that people will just suffer through the interface - unlike thijser I'm pretty confident that df will be popular 18 years from now, people are still playing Super Mario Bros. and porting / emulating it to Flash and Java HTML5 / Canvas and doing derivative games and riffing on it, aren't they? Doom came out almost 18 years ago for example (and whoa, in looking for the release date I just came across
Doom, the Roguelike, most recently updated in March of this year) - but a really minimal amount of effort could clear away a great deal of the migraine-inducing obstructions to enjoying it. I have ADD with pretty high distractablility and I would seriously estimate that I spend 60 or 65 percent of my time bogged down in screwing around with the interface, hitting the wrong key on the wrong screen and heading down the wrong branch of the menus (like, I'm in b - Build, C - Walls/Floors/Stairs and I mean to back out so I reflexively hit x, but instead of backing out that takes me down into x - Up/Down Stair, and I realize I'm lost so I hit escape twice but that only takes me up to b - Build, so when I hit b
again to try get back into the Build menu and start over it instead takes me to b - Build, b - Bed and I have to stop and figure out what the hell went wrong; note that in many other areas you can head down four or five menu levels and just hitting escape
once will take you back to the root - and that's always when I
want to be able to back up only one level, of course) and then zoning out and forgetting what the hell I was trying to do in the game because I'm lost in the interface.
It's like a 1980s interface, and not a fairly
good 1980s interface like NetHack (there's another oldie for you, released 23 years ago and still going strong, I saw a version completely converted into a web application not too long ago.) I'm not referring to it being a text-based interface, I have no objection to that, I'm talking about basic usability issues that were overcome in text-based interfaces decades ago.
But with any luck Toady'll get around to it soon, especially if there are more $16k donation months like April!