@Richard: Just for you - UI design 101
Posted: Sun Aug 14, 2022 12:38 pm
The game's UI needs a power user interface.
Most shortcut schemes are based mnemonics like [S]weep, [R]econ ... That is not going to work here, since there are just too many buttons.
This has nothing to do with knowing AHK; we are talking abstract design concepts. It can be done in C or C++ or C#.
Take a look at these two screen shots.
Okay, what do we see above? Logically, there is absolutely no correspondence between the functionality of the buttons. Yet, you cannot help to notice the fairly identical grid pattern.
Furthermore, I have mapped the 4 groups with bounding colors (even when buttons are missing) so we can think of them not as mnemonics, but an addressing scheme.
Now, let's take a look at Logitech gaming keyboard. But I am only going to call your attention to the standard USA keyboard layout; not of the extra programmable keys. (Those are really just icing on the cake, but not essential to this approach.)
You will notice that I matched each block to an easily identifiable set of keys by the use of color outlines. Just like learning to type or using WASD, the user will naturally accommodate to this in a few days.
Additionally, your right side margin of the map display keys may also be seen as an addressable list of keys. Now, I have highlighted 10 keys, but I think the side bar may use up to 15, but we can we can easily get a block of 15 out of the numpad.
So, Richard are you able to see the game's UI not a mnemonics to memorize, but rather a set of addresses which will become muscle memory just like the brake pedal and the accelerator?
Let me know.
Most shortcut schemes are based mnemonics like [S]weep, [R]econ ... That is not going to work here, since there are just too many buttons.
This has nothing to do with knowing AHK; we are talking abstract design concepts. It can be done in C or C++ or C#.
Take a look at these two screen shots.
Okay, what do we see above? Logically, there is absolutely no correspondence between the functionality of the buttons. Yet, you cannot help to notice the fairly identical grid pattern.
Furthermore, I have mapped the 4 groups with bounding colors (even when buttons are missing) so we can think of them not as mnemonics, but an addressing scheme.
Now, let's take a look at Logitech gaming keyboard. But I am only going to call your attention to the standard USA keyboard layout; not of the extra programmable keys. (Those are really just icing on the cake, but not essential to this approach.)
You will notice that I matched each block to an easily identifiable set of keys by the use of color outlines. Just like learning to type or using WASD, the user will naturally accommodate to this in a few days.
Additionally, your right side margin of the map display keys may also be seen as an addressable list of keys. Now, I have highlighted 10 keys, but I think the side bar may use up to 15, but we can we can easily get a block of 15 out of the numpad.
So, Richard are you able to see the game's UI not a mnemonics to memorize, but rather a set of addresses which will become muscle memory just like the brake pedal and the accelerator?
Let me know.