It's the 2nd #GameDevHelpDeskWednesday

🤔 Have a burning question about #GameDev, #GameDesign, #Programming, etc? Ask in this thread (publically, don't dm me 😅)

🧐 Game development veteran or otherwise experienced? Go into this thread and answer some questions?

Wanna generally help out? BOOST 🙌✨

I can help out with your #GodotEngine & general development & design questions 😊

@bram re:#gamedesign
Is it okay to move WASD over one to ESDF as default player controls?

I realize of course this is an extremely subjective question. But I personally believe ESDF is a superior control. WASD was chosen to be comfortable with the left hand and to minimize rollover. IMHO: We are holding on to WASD for the wrong reasons and we need to give ESDF as alternate default controls.

It's faster to move from ASDF home row. And gives 3-5 additional keys reachable by the pinky.

@greenfox Good question! I do agree with your general sentiment around ESDF being superior

However, this touches on the design of the accessbility of your game. In general its best to stick to standards because (new) players are likely familiar with them. It's a trade-off

I would recommend having two control schemes / setting presets: one with the familiar controls that the player can just start with & an additional expert/recommended schema

Perhaps a popup before/after beating the tutorial?

@bram
I have been using ESDF in Halo MMC since it came out. I'll admit it's very hard to get used to. But trying to map ABXY+Dpad+4(triggers+bumpers)+2stickclicks to a mouse + the keys reachable by the left hand is so much easier with ESDF.
@bram
The biggest hurdle to getting used to it is seeing on screen prompts. It says "R to reload" and then muscle memory tells you that's two keys away from your middle finger. But in ESDF that's a T.
I think this is solvable by drawing the home keys and indicating where you need to reach. Similar to how Nintendo switch solved there controller rotating problem of Joy-Cons. They used the four-leaf button clover.