The title basically says everything. It would be really nice if PC could have the same control function for the keyboard then consoles get for the controllers: To open the doors with a keybinding so you get rid of using the TAB-menu for that. Which is kind of clunky and unimmersive. So please DTG: Add it to the game.
They said in a pre-release stream that they forgot about it. They will eventually add it I suppose, but it's not even on the roadmap for now
Any update on this DTG Protagonist or DTG Natster ? I remember that Matt said on some point that somehow they forgot to implement that for keyboard users while creating the immersion scheme for controllers. From my personal point of view it shouldnt be that hard to introduce the keybindings for door control but if it is, please educate me
They probably need some kind of specialist programmer to do this, like another thing not long ago that they need a specialist programmer
Are you possibly referring to the stream where they stated that they could not add new options to parts of the menu because they needed a UI artist? Even when the options to be added could look exactly like other already implemented parts of the menu?
Programming keyboard stuff are basics. They are just basics. Create the mappings, add possible bindings to the scheme and thats it. Here is an interesting article about stuff: https://docs.unrealengine.com/en-US/InteractiveExperiences/Input/index.html So in theory it shouldnt be that hard to do.
It seems quite a lot of simple, obvious and basic things require a UI artist. At least that’s what DTG think..
I'll paint you a picture: "Let's add the ability to open doors on the keyboard, " says Matt. "Good idea. Let's add it in when we tackle rebinding for consoles, " says person who ensures work is done with some sense of order. "No, it's easy, let's do it today!" "That would involve pulling the coder off the thing they're doing, then recoding the UI for PC to allow rebinding, and the console players would be like WHY AREN'T WE GETTING THE SAME PRIORITY!? Then we'd need QA to test it, then get it packaged up by the release team and deployed to Steam and Windows for update scheduling." "And?" "Get out of my office." Perfectly reasonable question doublefine7 but it hasn't reached the top of the priority list yet and will be included when we get around to tackling controls in a more comprehensive fashion. It just isn't efficient to do one item at a time. Meanwhile, snarky people, it's a new year. Why not go on a cynicism diet for a little while?
Thanks for the response. I like the way you are painting. And I fully accept your answer. I only would make one suggestion here, you really dont need to response to that because it is just a suggestion, but: I for myself would love to hear (or to read on the roadmap) what the current priorities are. I know, I know, you might say "Well then people rip us apart because we dont work on stuff that they want us to work" and I see that. Just a suggestion.
The roadmaps are already split up into what stages each of the items listed are in. Read the first roadmap for the explanation of what the different stages mean. http://live.dovetailgames.com/live/train-sim-world/articles/article/tsw2-roadmap-18-august
So adding keybinding option and telling a developer to do his job he is payed for is such a big problem for DTG then I don't know where this all is going to ...
involvedmass I am not dumb. But the categories of "Next Arrival", "Upcoming" etc are in NO way categories specifiying how the development priorities are at the moment. The roadmap only shows what comes next and what is currently going on but it does not show whether the devs focus on a special thing at the moment.
Sheesh. There are only so many coders and so many man-hours. Don't you get that if you re-assign a programmer to work on A, he has to stop working on B?
That strikes me as an excellent suggestion to raise at the new Q&A- have the roadmap include assigned priorities.