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The Alt Key
Posted: Wed Oct 16, 2013 9:37 pm
by azoundria
Currently, the alt key toggles both pollution and the helpful information about what's in chests and what assemblers do. Most of the time, I'd like to see this information, however the pollution gets in the way of seeing the map or minimap. It would be really awesome if the alt key toggled through 4 options, all the permutations of information/pollution display. You may also wish to feature these setting in the 'Graphics settings' window, in case people don't know about the Alt key.
Re: The Tab Key
Posted: Wed Oct 16, 2013 9:43 pm
by ficolas
You mean alt key?
Tap is the arrows
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Re: The Alt Key
Posted: Wed Oct 16, 2013 11:13 pm
by azoundria
Yes I meant alt key. I keep thinking it's Tab for some reason. This is such a strange use for an alt key, come to think of it.
Re: The Alt Key
Posted: Thu Oct 17, 2013 2:15 am
by FreeER
azoundria wrote:This is such a strange use for an alt key, come to think of it.
Not really since 'alt' stands for alternate, and it is being used to give you an alternative (more informative) view. Though most probably think of it as a modifier key for alternative functions (F4 does one thing, alt + F4 does something different).
However, to stay on topic, I think the idea of rotating/alternating through the views could be useful
Re: The Alt Key
Posted: Thu Oct 17, 2013 4:09 am
by ssilk
If that is implemented, the usage of ALT for that doesn't really make no more sense.
And BTW, most keyboards handle the ALT key differently, like shift, control etc., for example the key is not part of the key-matrix, because the matrix can handle only some key pressed at once.
Re: The Alt Key
Posted: Thu Oct 24, 2013 9:07 pm
by slpwnd
We thought about this (or something similar). Like you have information layers and you can enable them separately / rotate through them. The downside is another increased complexity in the controls.
Re: The Alt Key
Posted: Thu Oct 24, 2013 11:47 pm
by Gammro
You could make the pollution data and information overlay a separate entry in the key bindings, then if someone would want them separated, he can just change the key binding of one.
Re: The Alt Key
Posted: Fri Oct 25, 2013 5:15 am
by ssilk
It would make sense to have a key for every layer. Like M for map and P for production, some keys, which lay directly together.
Edit: 6-0 would be a good usage for that.
Then the alt key would be free for more useful stuff.
Re: The Alt Key
Posted: Fri Oct 25, 2013 7:00 am
by drs9999
But it could be really messy/ complicated in the future when you have more layers and each have its own key.
I want to suggest the following:
The alt-key works like before, toggles the alternative view.
As an addition you can use e.g. shift + alt to open a small UI where you can select what is shown in the alternative view (pretty similar to the debug-options)
The advantages are that it will just use one key ( + one keykombination) and it is easy to expand in the future if there are more info-layers
Re: The Alt Key
Posted: Fri Oct 25, 2013 8:10 am
by ssilk
We are nearly together. Instead of an own ui I would prefer keys.
Technically- as said above - I mean the alt key should be used with other keys.
And practically: it works so in many other games. One key to show another information level and other keys to turn in this level the different informations on/off.
Re: The Alt Key
Posted: Fri Oct 25, 2013 9:12 am
by drs9999
Sure that would work for now and the near future, but there will be some point where you might have lots of different layers and do not want to learn all the keybindings for them.
I just thought that it is easier (and maybe better) to add an easy-to-expand function now instead of following the current mechanics and noticing at some point in the future that it was getting way to complicated.
And btw you suggest to use alt + 6-0. What if there will be more then 5 layers?
Re: The Alt Key
Posted: Fri Oct 25, 2013 9:36 am
by ssilk
drs9999 wrote:Sure that would work for now and the near future, but there will be some point where you might have lots of different layers and do not want to learn all the keybindings for them.
My experience with that is, that you lay the keys in some order on the keyboard, the player can just try it out. Learning by doing. And if that doesn't work at all, an interface can be added. But currently I mean its really not needed.
And btw you suggest to use alt + 6-0. What if there will be more then 5 layers?
Then we are doing something wrong.
seriously: I mean more than 4 is too much. There at always useful combinations. And if not: we have then the ALT-key (and shift and CTRL and...)
Re: The Alt Key
Posted: Fri Oct 25, 2013 10:05 am
by drs9999
more than 4 layers are too much?!
We allready have 2. Some stuff that I had in mind just after a few minutes of brainstorming:
- temperature/humidity (not used now, but might have a use later, so you want to know about it)
- train route layer ( will display all your railroad routes in different colors)
- average utilization of machines
- logistics network layer ( similar to train route layer but will display the red/green wire networks on map)
- underground layer ( can be used to show underground ore/oil/gas deposits)
Just to name a few, but while writing this I just notice that most of it only makes sense in map-view so maybe just adding a drop-down menu where you can select the layer of choice is a even better approach for it.
Re: The Alt Key
Posted: Fri Oct 25, 2013 2:12 pm
by ssilk
drs9999 wrote:while writing this I just notice that most of it only makes sense in map-view so maybe just adding a drop-down menu where you can select the layer of choice is a even better approach for it.
Exactly that I wanted to answer.
Not every layer makes sense in every view. Compare this with games like sim city, rollercoaster tycoon and so on. They all come out with 3-5 keys. And if you have an interrface for that it makes sense to have keys, because it's faster to press a button.