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Requesting opinions - keyboard mapping

A topic by dancewiththedevil created Sep 13, 2020 Views: 1,088 Replies: 8
Viewing posts 1 to 7
(1 edit)

I'm an old console gamer. I don't have much experience playing computer games.

I'm working on a platformer (inspired by classics like mega man and metroid), and I don't know what is the best way to map the controls for the keyboard.

So far, I'm using the arrow keys for movement, space bar for jump and enter for shoot. I also have a menu that allows you to equip/unequip various items that give you various abilities. There are 4 equipment groups (helmet, torso, arms, legs) and each equipment group has 4 ability subclasses that can be equipped.  Now what I need is the best way to active the equipped abilities to make it easy for the player to use them without compromising the ability to jump, move, and shoot. I want at least 4, one for each equipment group. Should I use ASDF? Number keys? Maybe the left edge? (shift, caps lock, tab, ~) Function keys? Should I make a clickable on screen menu?

I'm searching specifically for opinions from people that have played platformers on pc, and what control scheme seems to work best for them, what is the easiest and most enjoyable.

(+3)

Arrow keys and space bar mappings are fine, but I would change your fire button to something like CTRL. Enter should be reserved for confirming choices and navigating menus.

As for the equipment groups, it's a bit hard to imagine without a screenshot, but the number keys would probably be your best choice. Most PC gamers are going to associate number keys with inventory slots.

Also keep in mind that if you are planning on developing your game for release in foreign countries, the keyboards may be laid out differently (usually the letters).

(+1)

I have seen several games use arrow keys + ZXCV.

If your game demands holding some keys, consider using left Ctrl / Shift / Alt.

(+1)

I would say aside from a few weirdos WASD for movement, Space bar for jumping, and Esc for the menu is the standard for default keybindings.

Action keys on the other hand tend to be all over the place. Personally I prefer to bind them to the arrow keys, because those are nice and far apart so it’s less stress on the shoulders, but that piece of wisdom hasn’t reached the market so far. “M” for mute or the Map. Tab is also commonly used for the Map. Crtl or shift for dash. “F” for “use” or healing potion. Or “H” for healing potions when “F” is already in use. I commonly see “Q” and “E” for stuff you would bind to the R- & L-shoulder buttons. (Maybe they could be used to cycle through equipment?) Alt is awkward to reach for human hands when using WASD. I can’t remember seeing “Enter” being used for anything in the last decade, but that might be due to bad memory or instant rebinding.

So thus, my personal suggestions would be: WASD for movement. Space for jump. Arrow keys for the 4 Abilities (people might like it). Shift for toggling autofire - because why would I want to hold down a button 97% of the time. “F” for some kind of panic key, should you later need it.

Mirroring what 40wattstudio already said: A screenshot or two would be helpful for giving better advice.

Also: There are QWERTZ as well as QWERTY keyboards out there, so making Z/Y a default key for anything is a terrible idea. Have a look to see what other keys differ: Wikipedia.

Other than that… Don’t forget mouse support for the intro and ingame menus. (Especially with the way you described equip/unequip items.)

Lastly I would like to point out that the lack of an option for rebindable/remappable keys or blocking the arrow keys from rebinding had made me refund games in the past. For some reason, there’s still “potential for growth” in that area since the era of flash games ended.

Hope at least part of this helps.

(1 edit)

For now I've set the action keys to number.

I suppose I could make remappable keys but that seems like an incredible amount of work, and I don't see it happening any time soon.

As a compromise, I might have some control options:

  • on screen controls toggle on/off for mobile
  • maybe a left handed and right handed keyboard scheme with a toggle switch

I've been using M for the menu. The map will be accessible from the menu so maybe that works? (no maps yet)

My idea (if it's a good one?) is to try to keep the controls as simple as possible. I could bind each option and ability to a key, but...

  1.  more key mapping is more work for me
  2. no way to reproduce it for mobile
  3. players using a joypad may not have enough buttons for each key binding

So I want to handle the game controls, if possible with directional keys, 2 main buttons (jump/shoot), and 4 inventory buttons for special equipped abilities. Everything else I want to handle on the menu screen.

I do like the idea of using ctrl/shift for a fire button.

Dash is set to double tap. 

I set the equipped abilities to 1-4 number keys, for whatever ability is equipped to each piece of equipment.

As requested, here's  a couple screen shots. Please bear in mind this is very very early in development. I've been working on it about 3 weeks.


and the menu


If you have that many keys that need binding, I would (with a heavy heart and a heap of disgust) point out that button combinations were a thing “in the olden days”. I do not know how well that would pen out for the mobile version - which you did not mention previously.

From what I’ve read in your last post I get the impression that you’re unsatisfied with having that many buttons to map. Maybe it would be possible to simplify the game in a fashion that the equipment groups and their ability subclasses work more contextual. Right now we know nothing about what those abilities do (unfortunately the screenshots tell nothing about that), so I’m doing some guesswork here:

  • Supposed you have a grappling hook, you could have the character automatically grapple something when they shot a grappling point.
  • Boots that protect from environmental hazards from below (spikes/lava/Legos/…) could also work without needing any input from the player.
  • Rocket boots could be triggered by a jump mid-air. So the number of keys that had to be bound could be reduced through design decisions.

Also, I would either change the pause menu to “Esc”/“Tab” or make it a double binding together with the already present “M”.

As a general suggestion, I would recommend you play a few modern PC platformers for reference. Dead Cells seems like a good example that comes to mind: It was developed by a small studio, is satisfying to play, has good keybindings (as well as menus), controller support (for comparison), and shows off how progress items can work contextually. The game is on itch.io, but sadly that’s only a Steam key and the publisher’s presentation here seems so lackluster that my gut reaction was to report them as a scammer. The game is also on Steam and GOG (DRM-free) - possible some other places as well.

Again: I Hope any of this helps you.

Button combinations are an idea. I don't think I like it though, at least not for this type of game.

I prefer to keep the interface as simple as possible. More keys and controls are probably fun to some people, but to me it seems an unnecessary complication.

I think rather than button combinations, I'll use equipment combinations. For instance, if you have the same type equipped of torso + arms you can use the grappling hook.

Each item will have a passive ability and an active ability. The abilities are affected not only by which item is equipped but also  your energy levels associated with each of the 4 ability categories.

Boots, affect movement: jump height, duration, gravity, acceleration, deceleration, etc.  Special abilities give you specialized movement abilities, like a jet blast straight up, or launching yourself as a torpedo horizontally.

bullets have passive abilities like rate of fire, distance bullets travel, bullet force. Activated abilities will be things like homing ability, spread shot.

torso will feature unique abilities like explosives, shields, a drone that can be launched to explore tight spaces.

the helmet features different scanners that can be used to give you information about the environment and reveal things of interest.

I've also thought about a grappling hook. There's a good possibility i'll make that happen.. I'm about 75% done with the character abilities so there's still plenty of room to make adjustments, additions, or replacements.

(+1)

Hi there! If you're aiming to emulate 8/16 bits games on a PC platform, I think that you can get inspired by GB/GBA/SNES and SEGA emulators and how they set buttons around the keyboard. Most of these emulators set the movement buttons on the arrow keys, and action buttons goes to the left corner of the keyboard (ZX/ASZX/ASDZXC for example).

 And of course, try some games on them so you can get inspired on gameplay elements.

Like Contra


Or Turrican


A personal favorite of mine is Sunset Riders, but is set on the Far West instead of a SciFi context. 

I hope this helps a bit. Cheers!

I think I've about figured it out. I want to keep it simple, but functional and useful for everyone.

I'm going to set up left handed and right handed controls.

arrows/wasd for movement

left/right ctrl for action

space bar for jump

1-4 or 7-0 to use equipment/abilities

return/caps lock for confirm/dismiss notifications

m for menu

I'll get all of these basic controls up and running in the first demo, and later down the road I'll think about (possibly) including some others like:

function keys for options

F1(camera effects on/off)

F2(particle effects on/off)

F3(music on/off)

F4(Sound effects on/off)

F5(Easy mode/hard mode)

F6(HUD on/off)

F6(on screen controls/off screen controls)

F7(save)

F8(load)

Q(quit)