by rld » Thu Jul 28, 2011 10:06 am
Well, as a general principle, flexibility is always good, but...
a) I kind of want to stay away from the function keys, because many of them have predefined meanings to the underlying OS, or to DosBox.
b) If you take the existing (non-debug, etc.) command list from ACK, you have (assuming I haven't forgotten any):
A - Attack
B - Board
C - Cast
D - Drop
E
F
G - Get
H
I - Info/Inventory
J
K
L - Look
M
N
O
P
Q
R - Ready
S
T - Talk
U - Use
V
W
X - Exit
Y
Z
So, there are 15 unused alphas, and then we add 10 digits, so at most you could implement *twenty-five* additional commands with this, assuming you don't scrap/reuse any of the existing command keys.
That's probably sufficient; I have a hard time imagining an ACK-style game for which that was not enough commands.
Well, as a general principle, flexibility is always good, but...
a) I kind of want to stay away from the function keys, because many of them have predefined meanings to the underlying OS, or to DosBox.
b) If you take the existing (non-debug, etc.) command list from ACK, you have (assuming I haven't forgotten any):
A - Attack
B - Board
C - Cast
D - Drop
E
F
G - Get
H
I - Info/Inventory
J
K
L - Look
M
N
O
P
Q
R - Ready
S
T - Talk
U - Use
V
W
X - Exit
Y
Z
So, there are 15 unused alphas, and then we add 10 digits, so at most you could implement *twenty-five* additional commands with this, assuming you don't scrap/reuse any of the existing command keys.
That's probably sufficient; I have a hard time imagining an ACK-style game for which that was not enough commands.