I could add a dozen keybinds. I could add a dozen more hotkeys.
I could even make the mouse used for targeting, to eliminate the
select menu entirely. But if I do that... at what point did the
game stop being a JRPG and start being a movement-less RTS?
Several responses:
1) What's your design goal? Is deliberately mimicking a console based JRPG of any particular value? This
isn't a console game. It doesn't need to resemble one.
2) Mouse targetting is an option...but I would recommend making it an
option, along side the keyboard controls, rather than the only way to target.
3) Combat does not need to be real time. You could make it turn based instead. Personally I don't feel anything is especially added to the game by alternating between a frantic rush to use AP and sitting there waiting for it be to available.
I do value simplicity too. Having a million buttons lets you do
anything you want with the flick of a finger, yes, but it's
extremely convoluted and not at all intuitive.
Multiple keypress combinations like left arrow + letter to activate abilities are not exactly intuitive either. Especially when arrow keys without letters do something entirely different (change active character) and letter keys without arrows do something else too (attack.)
"Function keys target ponies"
"Numbers activate abilities"
"Escape to cancel"
Is far more simple. It's not like you're having to actually separately memorize all those keys: F1, F2, F3, F4 etc. "Function keys target ponies" is pretty easy to remember, and visually on the screen it will be apparent which which function key corresponds to which pony.
As for abilities, using Twilight as an example, you have attack, fireball and heal. So:
1,2,3 = attack,fireball,heal
or
b=attack
left arrow + b = fireball
right arrow + y = heal
Which is easier? Personally, I think 1,2,3 is easier. Further, consider what happens if you add more abilities. With my control scheme, if you add more abilities, the rules stay the same: "numbers activate abilities." How do you add more abilities to your control scheme? What happens if a few months down the road you want 5 or 6 abilities per pony? Up and down are already reserved for navigation. So...what, do you go to multiple arrow presses to scroll through abilities? Left arrow + B = fireball, left arrow + left arrow + b = barrier shield? Or do you start using the other three of four buttons? So, left arrow + b = fireball, but left arrow + x = barrier shield? At that point, you've lost any semblence of the simplicity you're aiming for. Single keypress, "numbers activate abilities" is
way more simple than any of this 'multiple keypress, cycle through menus, compact everything into four buttons" scheme that you're using.
EDIT: Played through again, and I now realize that's
exactly what you're doing. I may not be your intended audience, but player feedback from me personally is: "yeah, I don't like that." You appear to be trying to force a console control scheme onto a computer keyboard, and the result feels about the same as if you were to try to force a car gas pedal style control scheme onto a telephone. Sure, you could hold down the number 1 for 3 seconds to mimic the effect of pressing a 3, hold it down for 4 seconds to enter a 4, etc. But you
have buttons for 1-9. You may as well use them. It seems silly to suggest that it's "too complicated" to have "memorize" all 9 of those buttons, or that it's somehow "easier" to only ever have to press the number 1 for varying lengths of time to input different numbers.
Also, keep in mind that the control scheme I'm proposed is
totally standard to a lot of games. Function keys to target party members, numbers to activate abilities is exactly the control scheme used in world of warcraft and quite a few other MMOs. Escape to cancel or back up to previous menu is used in just about every computer game made in the past 15 years. And not just computer games. It's a windows standard convention. For example, right now in your browser click on the file menu. Now press escape. It cancels the menu selection.
Using standard controls will mean instant familiarity to a large portion of your audience.
My best guess is that you're trying to present a control scheme that will be famliiar to the
console gaming audience. But...computers aren't consoles. Most of us don't have gamepads. We use keyboards. Like I said in my last post, look at your keyboard at where ABXY are. There's
absolutely nothing intuitive or memorable about those keys on a keyboard, and they're not physically located anywhere that makes them stand out. Trying to use gaming console conventions on physically different input device doesn't make sense.
I need the default, suggested setup to make sense to
someone who's gaming experience is limited to angry birds.
Why? What's your design goal here? I would assume that anyone sufficiently computer savvy as to be able to download and unzip your game in the first place is probably not going to be intimidated by using an extra half dozen keyboard keys while playing.
because 12 abilities is quite a lot
Simple solution: don't throw them at the player all at once. Characters learn new abilities as they advance through the game.
both to display on the screen at once in my already too big HUD, and to gain the muscle memory to use.
Alternatively, I could have modifiers; alt might switch to the offensive menu, and shift to the support menu
I just don't understand why you seem to think that hiding commands on separate menus and requiring multiple keypresses to activate abilities is "simpler" than simply putting them on the screen and assigning keys to abilities.
There's plenty of room on the HUD to fit more text. Copy and pasting even just the ABXY box on the lower right into windows paintbrush, I'm able to fit 2 colums of 6 abilities each using a 10 point font, with comfortable border space. And if you do what I suggested, use that space for a visually pleasing character portrait and the middle portion fo the HUD for character status and abiltiies, there'd be even more room. And by doing it that way you avoid the visual clutter of having a huge wall of text in the lower right all the time.
Any other button cancels. Since fireball is normally Y, pressing B, X, or A would cancel. I dunno how intuitive this is; someone else suggested making B be confirm instead of the same button you pressed to select the ability (and thus X Y and A would be cancel), but it's a wash to me which makes more sense.
The primary problem with that is that which buttons cancel
change depending on which ability you're using. When casting heal, you use B, so Y will cancel. When casting fireball, you use Y, so B will cancel.
If you're going for intuitive, this is
not the way to do it.
Well it totally doesn't make sense to me. Were you using a gamepad or joystick? Those getting confused seems possible; SDL sucks at handling gamepads.
No. Using a keyboard. Tried again, and this time, everybody except Rainbow Dash was able to use abilities. Not really sure what's going on.
Also, new bug: if a healer begins casting a heal, but is knocked unconscious before targeting it, they're still allowed to cast the spell despite being unconscious. I was able to have Rarity bring herself back from unconsciousness in this way. Did not test extensively, but I would guess that probably any ability can be used in this way.