Mameluk wrote:
Okay, this is nitpicking. In the inventory, you move items with left button, right? So how about suddenly changing this to make it so that you move items with the right button. Inconsistent? Yeah, I thought so.
First things first, the character portraits that include the characters hands are not part of the inventory. It is an independent UI that is always present on screen. The inventory UI equivalent of characters hands would be the equipment slots (located left and right of the chest piece slot respectively).
Also if you had been paying attention to topic, I am not simply suggesting "reverse all the functionality". What I have been sporadically saying in this topic is that mouse actions should be contextual. For instance the suggestion earlier that it is possible to assign left click to do different things based on condition such as: "do I have item 'in hand', ie. did I just pick a stone from the floor", for example.
While above suggestion is not perfect, as I pointed out myself earlier, it is one way to tie more than one action into a single mouse even "left click" (usually software acts on "left button up", see below) by making it dependent on surrounding factors. Also here is something more... a mouse is not actually just two buttons (even if all you had is the very basic mouse with two hardware buttons).
From software point of view, as an input method, mouse has the following states for its buttons:
- left button down
- left button up
- right button down
- right button up
Then either the operating system or the software can derive the following additional events:
- double click (generally associated with the left button, but nothing prevents it for being done for the right button).
- mouse button held [for X units of time].
If your mouse happens to have a scroll wheel, then these come as a bonus:
- middle button down
- middle button up
- scroll up
- scroll down
Mameluk wrote:
The rest of your post is just opinions, and I'm not here to discuss bias.
Maybe so, but opinion does not equal bias. In interface design there are something called conventions, when something breaks these conventions it is to be expected for differing opinions to rise. For example when creating a software you don't make a button that is "pressed" by right clicking on it, if you do it is an exception, even though it is perfectly valid to make such button a user can be expected to question whether there is sufficient reasoning behind this unexpected behavior.
Typically a button is defined by having two states: pressed or not, the button may or may not reset its state immediately after being pressed or only on subsequent presses. However, in the case of grimrocks "hand" buttons there are alternate states that can be called attach and detach for example. The states can not coexist ie. you can not press and attach at the same time, so in other words the hand icon in grimrock is a hybrid between a "slot" and the more conventional button.
Now, the only question I am posing on this topic is which of these two actions is more important? It is basically a fact that left click is the primary button for mouse (sometimes also referred as button one of a two button mouse for example). So I assume that the devs imply that attacking is the secondary action in a dungeon crawler when it comes to weapons because of this (even though without combat, the loot would loose all value).
Mameluk wrote:
Like I said, there's no harm in having the option, so why are you arguing about this anyway? Just take it to the developers if you want attention.

If this topic is not enough to get someones attention, then I am not going to go and plead for someone to notice it. I am also not arguing, you made an argument (as in a statement, not an argument as in argue) and I simply provided a counter-argument for yours. It is called backing ones opinions with facts your argument just didn't have much substance to it (you assume something always on screen is part of a system that is not always on screen, and thus should adhere to the conventions of the latter) so I didn't spend so much time on my counter.