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Up Topic Further thoughts on inventory and controls

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In Response to Koronis
Glad you mention it :) . I think having the right-mouse button for interaction with the landscape is not really a good aim. It will probably lead to sth. similar to "hey I accidently hit my back mouse button when I wanted to click something in my browser". Namely, I wanted to hit sth. with my sword but got on the right-mouse button instead and it opens an interaction menu.
However, I think having one active slot instead of two is the way to go. To not lose the two-handedness I would propose a system where you could combine two objects to a double wielding object e.g.
have a sword (single wield = right mouse button)
have a shield (single wield = right mouse button)
combine it to sword and shield and define whats right and leftclick.
In combat that would mean you can make a sword and shield item by drag and drop and it will stay that way and can be accessed by pressing the item number.

For the space/interaction part: I think we should just make it space and let the circles appear next to the cursor as you proposed.
Are we planning for a ressource transfer tab and a production tab for buildings? if not  we could also let the e key be for ressource trading and space for general interaction(like grabbing, producing,...).

Just my thoughts.

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