Game Ideas

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Better keybinds control on the user end
######################### I : Keybind combos Having the ability to bind combos of keys would be very nice for gamemode which have a lot of different binds It'd allow to use a same key for 2 binds, if binded in addition to another key (which would be different in the 2 binds) E.g: In case "RightMouseButton" is used to lock/unlock aim with a weapon, "Alt" + "RightMouseButton" could be used to change the scope type on the weapon ######################### II : Better events / Option A: New InputEvents enums It would be nice to have these following InputEvent enumerators: InputEvent.DoubleClick InputEvent.Continuous In the context of Input.Bind , this would be the behaviour for the new enums: DoubleClick trigger callback function once a double click on the binded key is detected Continuous trigger callback function each tick the binded key is down In the context of the enum used in Input.InputKey : DoubleClick triggers a double click Continuous fakes a press each tick / Option B: Create "Bind Types" to make the keybinds behaviour configurable by the user Makes the client choose how each keybind should be treated, with one of the following options: "Press" "Release" "Double Click" "Continuous" This option will probably bring some side effects tho, like making InputEvent parameter obsolete in Input.Bind I'll also maybe add the need to have the ability to limit which bind types can be used when registering a new bind (same thing for the native keys) ######################### III: Misc. Additionally, it would be nice to have the binding menu support mouse wheel up and mouse wheel down separately (currently all you can do is bind to mouse wheel)
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