Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Okay, thanks for the info. Do you think it would be possible to have a quick keys hotbar at the bottom of the slots? that are pre-set numbered (1,2,3,4 etc) like in most RPG games where you want to quickly cast something or drink or equip something.  I think your game could do with that so we can use a consumable like with that repulsor or engaging  a tempory speed booster etc. I was thinking about something like this when playing but forgot about it until now. We could just drag down the icon we want to hotkey slot. 

(2 edits)

I want to stay away from keyboard controls as much as possible. The whole game is designed around being able to play it with just the mouse and a drink in the other hand :-) Also it's designed to not require quick using of items. When you're in a situation where you want to use something always just click the left mouse button. Wherever you do this, this will pause the game. You can now in your own time pick the item you want to use and click that. Some items (e.g. the booster) don't automatically resume the game after you activate them giving you a chance to put your mouse back where you want it and then resume the game. I a way my idea is to let that part feel more like a turn based game. All ship weapons work like this too (they're not twitch/reflex based) once you for example have a beam weapon: You first pause the game by left clicking then click the beam-item you want to use (or immediately click the beam-weapon item which will also pause the game), then you will see a firing arc and those things you can pick as targets you will be able to pick at your own leisure. Once you pick a target the beam fires and the game automatically resumes. Most thing work like this. Some weapons have annoying small firing arcs so they do require a bit of timing when to pause to line them up but this is intentional; these usually have better versions with better firing arcs.

Here's a link to the part in the 2nd tutorial where you might be able to follow what I mean (I remember you're hard of hearing right?) but just seeing it might illustrate what I'm trying to explain better:

https://youtu.be/25NPitrFHQk?t=1501

(1 edit)

I'm planning to make the item bar a bit better by providing a filter icon (e.g. see only bookmarks) as the first item but I'm not 100% yet on the details. You can at the moment pin items to the beginning. If you look closely you might see that the first 6 or so items have a little yellow dot in the top left (or is it right?) corner. If you right-click an item it will be pinned to the first unpinned position (so if 6 items are pinned then any other item you pin by right-clicking it will become the 7th item. The next you pin will become the 8th etc. You probably noticed that new items are always added after the last pinned item. This enables you to make a choice as to what you want to remain "most aware" of and anything new will always be visible on the first page (after the last pinned item) as long as you don't pin a whole page full of items.

Items that have negative effects always flash or blink. Although there may be some exceptions at the moment (it's still on the list to make this more consistent).