ZenX2, we know that game is yours, we are only here to help and suggest good things and to feedback, but you starting to look to me not very open-minded and a bit "stubborn". If lots of people talks or suggest about something perhaps you should stop and think that probably "I'm not doing it in the right way". Unless the game is not for afterall for public and only for your pleasure of course
ZenX2 wrote:
And I doubt I'll add NE, NW, etc. interaction.
ZenX2 wrote:Your player is a square, a perfectly symmetrical square. Diagonals are cheaty, because technically, you are moving more than a single tile.
Unless your player is some kind of robot that only do 90º rotations, yes, it should face/move/interact in diagonal just like real life. It could be seem cheaty move diagonally with one space but is also a bit absurd that with 2 spaces wide the player will need to zig-zag like a drunken since it can't for some strange reason do diagonals.
In grid map style of game never made much sense walk or interact only in 4 directions. So that's why for example usually all roguelikes use 8 directions.
If you feel that is cheaty "moving more than a single tile" you could try one day a more "honest" hexed map style approach.
ZenX2 wrote:As for the WASD topic, why not have a unique control scheme? It makes the game memorable!
Well, I don't know if that comment was irony, if you have true desire of confuse the player or if was only the need of sleep. What I can say is that your game as controls concern start don't seem memorable, friendly or pratical to user till now. Let me see, you done 3 different sets of keys for directional things. One for move, other for interact, and other for menus. Well congratulations, usually roguelikes aren't not very memorable key friendly but they don't seem to like to confuse player or "waste" keys like have 3 diffent sets of keys for navegating when you could help player having only one.
ZenX2 wrote:And If you don't like the controls, why not change them yourself? I don't see it as all that difficult.
That response to Jasoco, was sorry, a bit unpolite. He, and all of us only want to help and we don't really need that kind of sacarsm. Yes, we can change ourselves. But it would be nice us starting to fork your game instead of you trying to put it better for all the people? Since we are all polite we prefer to suggest than start to mess with your code, we like common benefit and it's more honest that you deal with changes in your original code.
And it can be more complex than changing keys itself but change the structure of game. I can be wrong but I didn't saw you using a kind of gamestates that would help a lot of redirect without afraid of use same key in keybinding file for different actions/states.
Also can mean change some playability of the game. Let's see for example your interaction method. Instead of use dedicated keys you could use in option use two other better methods: 1- "other key"+"directional key", 2- Two steps "iteraction key" then directional key. That would make more hardcore changes to code and it's fair that you decide or not do it.
And well I had a lot more to talk about the ents, the serealizing and all that stuff related map (NOT other level stuff like enemies, objects etc) but run out of time and I will talk about my concerns and reasons another time maybe if I feel that you somehow is a bit more receptive.