2 hands layout
main hand item use - left click main hand item alternative use - right click (just like now)
secondary hand use - hold alt + left secondary hand alt use - hold alt + right (it works well in some rpgs)
holsters: tab - 2 aditional slots to switch with:
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layout: 1[pickaxe] 2 [torch] t1[sword] t2 [_]
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after pressing tab: 1[sword] 2 [_] t1[pickaxe] t2 [torch]
how to put tags?
how to put tags?
you mean labels? You can't, github doesn't give people the right to do it, even if they created the issue.
Interesting concept.
Okay, so if you can (and that is inevitable) activate only one of the hands at once and there is no dynamic lights, what is the difference between pressing alt to select different item and scrolling to next slot to select different item? Because all I see here is reduction of one action (no need to scroll back to original slot) and 2 extra slots in hand inventory.
@Argmaster well, people need second hand or some hotkey for specific actions like shield, torch, potion, food, etc and second hand nail it.
holster i think now can be separate idea, but it works together with 2 hands. you can have for example for caves:
- sword + shield
- pickaxe + torches for creative:
- chisel + area wand(forgot name)
- blocks etc
also was thought about every number has 2 hands: main hand + second_hand
- sword + shield
- potion + food
- pickaxe + torch
- tnt + [empty_slot]
- [empty_slot] + [empty_slot]
- ... 9)
so you switching between combinations not just items
or some hotkey for specific actions
Terraria has a really good and intuitive system for that, basically if it's dark it selects torches, otherwise it selects the tool you need to break the selected block.
Terraria has a really good and intuitive system for that, basically if it's dark it selects torches, otherwise it selects the tool you need to break the selected block.
This is hard to handle on a scale, or it will be a really limited set of interactions or another challenge for modding. Additionally this would not handle quite a lot of the use cases eg. chisel and block you are placing, different WE brushes, #1644 and a block you are placing, active shield blocking during combat, explicit double handed weapons etc. Additionally I don't like constraining a feature for sake of short term convenience, IMO we should have generic mechanics player can find clever ways to utilize in mods.
I think secondary hand should be symmetric to main hand (like irl lol). For me the best way to implement this would for them to either share single hand bar and have two selection outlines or have two identical hand bars and switch between them. Either way all you would do is hold alt to switch mouse control between those hands, for each hand lmb, scroll and rmb would have exactly the same behavior.
Single bar implementation has better handling of double handed weapons, it gets more complicated with double bar implementation, we would need to disable other hand bar when one of the hands selects a double handed weapon and that sounds more complicated than doing nothing.
Also this approach generates only one hotkey which is important for handling console controllers where number of buttons is very limited.
Let us ask ourselves if this feature is needed.
I mean, this is convenience feature and as I listed is has some compelling use cases out of which some are possible to replace with different mechanic, some are not.
For the convenience part we should ask community, but if decision depends on the features, then we should likely postpone the decision until we attempt to implement some of them or implement some alternative to them as we can hit the wall and this could be the easiest and most intuitive way out.
Reality of secondary hand is that if you never got used to using it in games you likely don't care, but if you did use it actively, then this is an extra degree of freedom you may not want to let go so easily.
We could try going to communities of games which have second hand and ask for opinions, tho aside from minecraft I know none with full control.
I don't think we need this. The proposed example requires the player to learn a new keybinds and complicates the UI.
I think for shields, if we even add them, a dedicated shield slot with ability hotkey would make more sense.