
- The item slots accessible by left and right mouse button ("left hand" and "right hand") should not switch position. Instead, items switch between item slots.
- If you left-click an item slot, that item switches into your left hand. Consequently, left-clicking on your left hand item slot does nothing
- If you right-click an item slot, that item switches into your right hand. Consequently, right-clicking on your right hand item slot does nothing
- Pressing a number key (1, 2 or 3) is the same as pressing the left mouse buttonon the respective slot. This means that pressing "1" does nothing
- There is currently no hotkey to switch an item into your right hand. Maybe Shift+Number? Move Clonk selection to F keys?



Perhaps:
L - switch 1 and 2
R - switch 2 and 3
Problem: Works only with 3 inventory slots.

Two item slot swap buttons (and a backpack scroll button if wanted) would be also enough for the mouse+keyboard control system. You could also swap the items between left and right hand by pressing LRL or RLR. I think the correct keys for the swap buttons (L and R as Newton said) would be 1 (left <-> backpack) and 2 (right <-> backpack). Of course it should be still possible to drag the items visually.

>Why would we even need more than three slots?
Imo we should not restrict possible future expansion packs for OC to only having three slots already
L - shift, but preserve right hand
R - shift, but preserve left hand
Exactly the same with 3 slots, but working with more.
R - shift, but preserve left hand
Exactly the same with 3 slots, but working with more.
Modern gamepads have 4 shoulder buttons, let's label them L1, L2, R1, R2. With that, we find an easy and intuitive way to swap items in up to 5 inventory slots:
L1: swap 1 and 2
L2: swap 2 and 3
R1: swap 3 and 4
R2: swap 4 and 5
For example, with a short combination we can easily swap items in slot 1 and 5, by just pressing L1, L2, R1, R2, R1, L2, L1.
L1: swap 1 and 2
L2: swap 2 and 3
R1: swap 3 and 4
R2: swap 4 and 5
For example, with a short combination we can easily swap items in slot 1 and 5, by just pressing L1, L2, R1, R2, R1, L2, L1.

>For example, with a short combination we can easily swap items in slot 1 and 5, by just pressing L1, L2, R1, R2, R1, L2, L1.
To a newbie, this sounds like advanced calculus. Movable hands in the inventory makes a lot more sense, because you're just grabbing different things from your 'backpack'. From my perspective, all 'static hands' item-shift-button-arrangements sound much more confusing than just moving the hands around.
For instance;
L1: Shift left hand right
L2: Shift left hand left
R1: Shift right hand right
R2: Shift right hand left


In terms of usability, it is generally considered a good idea to keep the interactive elements in their place (unless the user changes something explicitely, like dragging gold into a sell menu).
I don't think shifting around the whole or even just parts of his inventory, just because he wants to select something, could be the intention of the player.
Of course it's necessary to provide a good visual representation of your hand-"slots". I suggest rather working on a different visual approach than erasing the (IMO important) advantage of not having to worry about item positions.
I really like this idea, sorry if I'm repeating someone's words, but we could do it so:
Left Hand Slot and Right Hand Slot for items usable by left/right clicking, and a third slot for anything, usually a backpack/bag that can prove few additional slots, so player can have Sword and Shield in his hands, and backack with other items inside, which are not detected by scripts as direct contents of clonk, so like with magic system - player holds a staff in one hand, magic orb in second hand to supply mana AND few crystals in his/hers backpack. This way instead of switching which slot is used by LBM/RBM he just swaps his Left/Right hand slot item with items in his backpack. Items like swords could be stored in backpack slot using sheate, well, something like that would be good imo. :P
Left Hand Slot and Right Hand Slot for items usable by left/right clicking, and a third slot for anything, usually a backpack/bag that can prove few additional slots, so player can have Sword and Shield in his hands, and backack with other items inside, which are not detected by scripts as direct contents of clonk, so like with magic system - player holds a staff in one hand, magic orb in second hand to supply mana AND few crystals in his/hers backpack. This way instead of switching which slot is used by LBM/RBM he just swaps his Left/Right hand slot item with items in his backpack. Items like swords could be stored in backpack slot using sheate, well, something like that would be good imo. :P

Imo, the hand markers are fine. It's not really a visual problem. Have you played with the current system?


I could understand the metaphor of hands on items if items didn't change much. That is, e.g., you have a bow, a shovel and a magic staff and you switch them like you would on a toolbar. However, that is not the actual game experience right now. The actual gameplay is that you have a permanent tool (either the shovel or mb the Jar of Winds) usually put permanently on the right button, plus regular items you collect and use on the left button. The regular items are always a mess, because you have to coordinate item slots and hand positions.
That's why I suggested to have the left hand fixed on slot 1 (and switch inventory places around accordingly) while the right hand wanders. It's some kind of compromise between the two schools "objects shouldn't move" and "hands shouldn't move". But I'm also not convinced that this will be any easier to understand.
Let's just limit the Clonk to two slots and be done with it, shall we? ;P
Addendum
Something along that line of thought could be to split the slots into one "tool" and a number of "general" slots. Activating a "tool" currently residing in the "general" slot makes it the new active tool. A tool would be something like a showel, a shield (not the sword, tools = "passive objects") or a mage's wand. We could even make that decide the Clonk type. General slots don't move, but we have a marker showing the active one. Objects stack like in CR (!!).
That could be easier to explain than the whole left hand / right hand confusion. No idea if that was proposed before.
Let's just limit the Clonk to two slots and be done with it, shall we? ;P
Addendum
Something along that line of thought could be to split the slots into one "tool" and a number of "general" slots. Activating a "tool" currently residing in the "general" slot makes it the new active tool. A tool would be something like a showel, a shield (not the sword, tools = "passive objects") or a mage's wand. We could even make that decide the Clonk type. General slots don't move, but we have a marker showing the active one. Objects stack like in CR (!!).
That could be easier to explain than the whole left hand / right hand confusion. No idea if that was proposed before.

>A tool would be something like a showel, a shield (not the sword, tools = "passive objects") or a mage's wand
But you use a shield liike you use a sword. And you use a wand or a shovel actively as well. I don't think you can say "this is active and that is passive" that easy
Yes, I know, that term was badly chosen. The reasoning behind that was that you might want to guard yourself against something (is something like that present in the current concept?) while, say, building a loam bridge. Whereas you would not want to build a loam bridge while attacking someone.

>That could be easier to explain than the whole left hand / right hand confusion. No idea if that was proposed before.
Just played a few parkours with my friend who just played OpenClonk for the first time, and he got the hang of it in about 10 seconds. It's not really difficult to learn; maybe just difficult to explain.


If we had a proper backpack system (may have already been suggested) it would be possible to set any number of items for a clonk, so we could have 3 items in parkours (and other single clonk scenarios) and 2 items in other scenarios.
The way I would suggested a 'backpack' system to work would be this:
Currently it seems the inventory system is not compatible with >2 items, so I think we need a solution for >=3 items per clonk.
There's a backpack at ccan, search for "rucksack" there.
I highly doubt if it is neccesary... we're using a bit different inventory system here, so it would ptobably not be too much of a help.
Ehh, i just thought you guys might want something to start with.
I once suggested to have L and R hand slots, and a third one in which can be a backpack or anything else. Backpack just adds a new slot/two in which are it's contents, that can be switched to L/R hand for usage.
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