quantumstate, on 29 December 2011 - 07:59 PM, said:
I was just looking through your wiki page, it looks interesting, I will be following development of this. I have a few comments about the controls, which I hope you will consider.
First with the map rotation, I think that rotation is a fairly low priority feature so I would suggest using the gesture for another role. I don't know what that would be but I suspect you will be wanting as many easily accessible gestures as you can get since rts games tend to have complicated interaction.
I have changed this so it uses pinch (two-point touch) instead, similar to Google Maps and other applications (like
this).
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With your selection idea you mention drag select working in two different ways depending on whether the drag started on an entity or not. Having two distinct behaviors for the same action seems like an idea which is bound to cause annoyance, especially since units are probably going to be fairly small. I would definitely suggest choosing one of them and being consistent (I personally prefer box select). Another selection idea is to have a selection brush (see halo wars) where you swipe and everything near your stroke gets selected.
I've changed this so it does bounding box (only), while panning slowly. On PC, you can hold the mouse button and drag the mouse an infinitely (in principle) long way. You can't do this on touch screen, because you have to release the touch when you reach the edge of the screen. This 'panning mode' is intended to solve that.
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If you haven't already I would suggest taking a look at halo wars with its simplified console controls and the C&C series which had single button mouse controls.
'Selection brush' also seems like a pretty good idea, if a convenient brush size can be found and control groups are easy to manage (so you don't need to brush over and over again.)
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For giving units commands I would have a single click do the units primary action (context sensitive, what the main game does on right click) and them have a held click bring up a circular action chooser again context specific, e.g. attack move, building construction, garrison. The problem with this is that you lose the selection controls. To get round this you would need an easily accessible clear selection command, this could be done with a simple gesture or having a dedicated button. This would be the most frequent action in the game so would need to be very quick.
For primary action, I propose double tap. I agree that selection preferably should be done with some of the fastest gestures, though I'm not sure how, without destroying the panning controls.
Maybe there could be a modifier button (since the target device supports multi-touch): if you hold the button, swiping does camera panning, if you don't hold the button, swiping does bounding box selection. Additionally, swiping on the button itself could do panning, for simple panning back and forth in the local vicinity.
Edited by afeder, 30 December 2011 - 06:59 AM.