dislekcia wrote:We're thinking about ways to enable shortcuts to casting. Right click menus have been mentioned briefly, in passing...
Right-clicking to select spells would be very handy to reduce mouse travel. One advantage I see to having a persistent spell/Inventory bar would be to reduce the number of panel-switching (for example, if you have a full inventory and land on a glyph you want to pick up by converting a pre-existing glyph/item).
Probably the only times I will hover on/off an enemy would be when I have to calculate damage from Fireball, etc. This could be alleviated by showing exactly how much health a monster will lose from each attack/spell, but then this game wouldn't make us practice percentages.
As for the Android/iOS interface, a persistent spell bar might work better. Since there won't be a pointer to hover over the enemy with, you could make it so that clicking a tile could "inspect" it without moving/attacking it (maybe only for Enemy tiles), or there could be a persistent "Inspect" button. In both cases you would have to either select a different tile or toggle something off in order to see the Inventory in its current form, so a persistent spell/Inventory would cause less hassle.
dislekcia wrote:What keys (beyond the obvious F for Fireball) would you guys like to see being spell shortcuts?
I personally would rather use the 1-2-3 shortcuts instead of having to memorize 13 hotkeys for spells, so maybe there can be an option to choose your layout. But if you do add persistent hotkeys, please include the option to change them!
My optimal layout would be to keep the 1-2-3 spell shortcuts, but change the shortcuts for Health Potions (H) and Mana Potions (M). You could make the slots in the Potion Belt have their own hotkey (ZXCV etc.).