Since the current controls don’t seem comfortable for the majority of players i’d want to ask what controls configuration do you think would fit the best this game.
List of actions (so far):
/ Game
- Directional Run [WASD]
- Toggle Walk [LCtrl]
- Crouch [C]
- Grab/Action [LMB]
- Throw [LMB]
- End hAct [LMB]
- Targeted Camera[MMB] ?
- FreeCamera [E]
- Reset FreeCam [Shift+E]
- Masturbate [Q] !
- Ground Masturbate [C+Q]
- Jump [SpaceBar]
- Undress [R]
- QuickSlots [1,2]
- hActions [0;1,2,3..]
/ Chat
- Next [LMB/Enter]
- Skip [RMB hold]
Legend:
? – Action itself might change in nearby future
! – to be implemented
Feel free to specify your set
This Suggestions-Poll will end on 30 April
The Keys Remaping will be done in 1-2 builds after this poll has ended.
And if you’re wondering – a key mapping feature might be implemented, but it won’t be anytime soon.
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Thnx for contributing to the game’s development,
~NK
Here’s sketch a user has sent me:
// Quote from: anonymus user
My Control Ideas
• Interact – E
• Crouch – LCTRL
• Toggle Crouch – C
• The masturbate key should still work standing up
• There should be a clothing menu and/or an inventory with clothing slots.
• When you select something in your hotbar (1 or 2) It should appear in your hand.
//
– I think by ‘clothing menu’ he had in mind something in a RPG-style, yet i wouldn’t want to turn the game in this direction. So that’s probably a no-thing, yet still ideas and alternatives of a more comftorbale interface are welcome
Hello NymphoKyun,
I must say I tried demo build of your game recently and I really enjoy it. Especially the idea behind “hunting” is great!
Concerning the controls, I would suggest this:
Directional Run [WASD]
Walk/Toggle Walk [LCtrl] (toggling should be configurable via options)
Crouch/Toggle Crouch [C] (toggling should be configurable via options)
Grab/Action/End hAct [LMB]
Throw [RMB]
Masturbate [Q]
Ground Masturbate [C+Q] or with toggle crouch option on: just press C to crouch and then Q
Jump [SpaceBar]
Undress [R]
I’m not sure about the camera. Personally, I like setup where default behavior means that when I move mouse, avatar turns around as well as the camera, i.e. position of camera relative to avatar is kept the same. And when you hold down MMB, you can rotate camera freely around avatar.
Clothing menu: I would say this depends on how much different dresses for different body parts you want to have in final version. If you want to limit them to two slots (panties and shirt for example) then I think that creating clothing menu would be overkill – programming it would waste a lot of time and it would probably be more annoying than useful in game. Perhaps just make them appear as slots in hotbar, highlighted with special color to differentiate them from the two ‘inventory’ slots? And having items selected in hotbar visible in hand would really be handy.
Btw. it is fairly easy to make key mapping feature in Unity. You can add any actions in your project input settings (stuff like “Jump”, “Masturbate”, etc.). Then in code, just get them by Input.GetButton instead of Input.GetKey. Players should then be able to remap the controls in unity launcher when starting the game.
Well, sorry to waste so much of your time with this comment of mine 😀
I really look forward to future updates and to what you will come up with.
Keep up the good work.
Sure, i also like the hunting part, and the features i’d want to implement (should be at about the same lvl as hunting) ;3
The camera setup you described kind of reminded me of blade and soul (tho i don’t remember if it’s MMB for free-cam in there). It’s nice setup for an fast paced game (my opinion), while in here the camera is supposed to give the player ‘The Angles’ he’d desire to see >.< Clothing menu is pretty much as simple as it is now, at least so far i don't plan on getting to complex about it. 3 slots: Upper Cloth, Lower cloth, Panties (the fianl result might be a bit different). It's main purpose is Hunting Variation, additionally users can use this feature for their own fetishes. The menu (so far) was made to make things more intuitive then R>1/2/3, as users reported of forgetting the keys T.T.
Yes, thnx ^.^. I usually like to do the keymaping while in-game, to quickly accomodate thenm to my gamestyle and jump into action. So i might get an asset for implementing this live in-game, so far i’m low on cash tho T.T
Thnx for your support, i’ll do my best
Yes, you are totally right about the camera. I forgot that holding MMB to be able to watch Nishy do her stuff would be uncomfortable 😀
About the keymapping, I think throwing together script that could handle this on runtime should be fairly easy and not worth buying. Simply make a gameobject with one key variable per input. On start, assign keys from InputManager to these variables. And then you can add a menu with remapping that will also alter these variables. This way, players will be able to alter the controls both in the launcher AND directly in game. In case you would be interested, I can write sample script to show what I mean.
Hmm, the only way i would see it (without a dedicated input manager) – set the key with .GetKey into string var (not sure how tho), then use it in .GetButtonDown.
I wonder what solution do you have in mind =.=
I forgot that you are unable to get controls bind in default Unity InputManager. I tried two free custom input manager libraries, but actually none of these seem to be able to do it either. If you want, you can check them here: http://forum.unity3d.com/threads/custom-inputmanager-v1-4-very-easy-to-use-now.53726/
and here: https://github.com/daemon3000/InputManager
But rebinding keys at runtime should be simple even without custom libraries if you are not looking for something sophisticated. Here is example of what I mean: http://www.mediafire.com/download/4cdvgllxodyow3b/Controlstest.zip
But perhaps it is not exactly what you are looking for.
Thnx for the links and the example(and the detailed explanations).
Based of your example, it seems like i had the correct idea .GetButtonDown(VAR), and you provided a nice approach for searching and assigning the input key, and detailed explanation of your example ^.^. I’m not sure how they would work with mouse buttons (probably a different .mousebuttondown should do), and gamepad (if i’d implement support for it).
I’ll experiment with the resources you kindly provided. Yet if things will take too much time, or won’t be flexible enough i might return to the easiest option. Thus optimizing my time for the best quantity x quality of game’s development progress.
For a game this early in development the controlls are “good enough”, once the toggle crouch was added there was nothing control based for me to complain about.
honestly if you change the controls too much now there will probably be more complaints, lol.
But adding rebindable keys later down the line would be a good idea 🙂
Oh! maybe add controller support as an alternate control type? with good use of the d-pad i feel this could actually work well.
–“This Suggestions-Poll will end on 30 March” Whoops
Thnx for the feedback, leave them as is would be the best option for me aswell ^.^
And about the controller, this was kind of the main idea of keeping the mouse interaction to the minimum (menus and stuff). So there’s a good chance of having a gamepad
Fixed the typo -.-
This is reply to your last comment, but there is no button to actually reply to it.
No problem, glad you found the examples useful.
Also, the code example I provided actually works also for mouse buttons. I haven’t tried gamepad, but since KeyCode collection contains also gamepad buttons, it is quite likely that it will work too 🙂
Should you need any help with it or had any questions, feel free to write me mail 😉
Ok,thnx for your offer, i’ll keep it in mind ^.^