Reworking Power Glove #42
Labels
area: Code Quality
area: Controls
area: Extensibility
area: GUI
area: Player Ability
area: Player Behaviour
area: QoL/UX
engine: Controls
engine: Inventory
feature: Expansion
feature: Update
gameplay: Addition/Expansion
gameplay: Balancing
status: Advisory
Requiring more ideas or brainstorming about issue.
status: Blocked
type: Migrated
type: Plan
type: Scheme
Milestone
Original: MinicraftPlus/minicraft-plus-revived#567
Requires #37
Background
There are several reasons why it should not be removed and would benefit some areas even some agreed to remove this item:
Currently, 13 (or 14 if
SHIFT+I
counts) alphabet keys have been assigned as key bindings by default, which represents around half of all 26 the alphabet keys in gameplay. Also, whilePICKUP
has been assigned to both V and P, P has also been assigned toPOTION-EFFECTS
, which has already been a conflict in gameplay. If such key binding conflicts are resolved by using other keys, the availability of alphabet keys would even be lower, even with just these functions. It is also not a really good idea for user convenience (confusion and accident key press) if the ratio of occupied hotkeys to functions is too high.As a kind of interaction hotkey, both the usage frequency and scope of it are quite low compared with other interactions like attacking and inventory menu. The scope of picking up is limited to just furniture (in general), but many other functions bound can be used "universally". This renders the value of effectiveness of this function being a dedicated hotkey really low.
When the interaction is based on item implementation, more diverse code would be needed to handle all the interactions while they all interact with tiles or entities in the similar way. Like I did in Explicitly separate rigidly definite player interaction actions #7, I separated picking up function from interact, but an addition of new method is added consequently, which is not quite ideal when considering their values of effectiveness.
If it can be merged into and based on just an item implementation, it would not need to be handled like being with regard to all world objects globally. Instead, all handles are made into the item, without bothering global interactions. Thus, the item is used as like an item with the corresponding key to use it on entities (and tiles), not occupying the slot of extra function code globally on the "hotbar".
As aforementioned, the hotkey availability is not quite high, the feasibility for allowing more new features or functions is limited. This may prevent the flexibility of feature additions.
Detailed elaborations for the above part in the discussion are in the original issue. In addition, the old hotkeys should be simplified to just the new keys to align with the convenience of functions also the availability of hotkeys, while users can still customize such keys, but it is another topic.
Details
The plan is to remake it as an equipable gear based on #37.
The item may be renamed, but the use is similar. Player needs to equip the glove onto their hand before picking up any furniture, but without the extra hotkey. The hotkey is useful only for picking up furniture, so the usage may not be high, thus the removal is recommended (as per my previous comments elsewhere).
Based on #37, it can be made as an equipable gear, so it can be directly enabled on the HUD like the map, or just staying in a slot on the hotbar instead. If it is an equipable gear, the hand must be empty to use the glove; if just staying on the hotbar, only switching to the slot is required, and even more simple. When it is used, player can just use (may along with sneaking) on a furniture. Player would still be able to put it back to inventory, but the implementation depends (on the furniture), since it may not be a good idea for a filled chest to be put into inventory as portable storage (too powerful).
Additional features:
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