naninovel / docs

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Improving the settings menu #45

Closed elringus closed 4 years ago

elringus commented 5 years ago

In this thread I'd like to accumulate any ideas and suggestions regarding the in-game settings menu: what could we add or change to make them more helpful and user-friendly? Any comments and references (eg, setting menus from other VN engines or games) are welcome in this topic or via the discord server and private messages.

AriAriAri3 commented 5 years ago

Hi, if I might add a suggestion here - it would be great to have some accessibility options added into the settings eg. make the font larger, or make the text box contrast more visible, or switch to a dyslexia-friendly font, or disable camera effects for people who get headaches easily etc.

Here's an example of some accessibility settings that were designed for renpy: https://minute.itch.io/renpy-accessibility

Naninovel looks amazing, thank you for creating it :)

AriAriAri3 commented 5 years ago

One additional thought- if you haven't already seen it, here's the full list of settings renpy allows the user to control: https://www.renpy.org/wiki/renpy/Help (Speed at which text will auto-play, the choice to turn transitions on and off etc.)

This page also contains the full list of keyboard shortcuts that are default to renpy. Would you, perhaps, consider incoprorating these keyboard shortcuts into naninovel? Most visual novel readers will be used to these shortcuts, and so it would be really handy for writers to have all these keyboard shutcuts enabled.

Thank you very much!

elringus commented 5 years ago

I was going to add a font config option to the settings, just forgot to mention it here. Other stuff is kinda project-based (depends on the assets used in the game), so it'd more appropriate to implement it on per-project basis.

Regarding the shortcuts, they're already available in the input configuration.

elringus commented 5 years ago

Ah, pardon me, did you mean the ability for player to set shortcuts in the game settings? That's actually a fair idea, I've somehow missed that :) Will add that option as well, thanks for the suggestion!

LinkuArt commented 5 years ago

To be able to use arrow keys to select menu & dialogue choices and would be helpful.

elringus commented 5 years ago

To be able to use arrow keys to select menu & dialogue choices and would be helpful.

It's actually already possible, you just have to set a focus on the UI to enable the navigation. I'm not enabling this by default, as it could interfere with the usual mouse control.

AriAriAri3 commented 5 years ago

Just want to say thank you for being so responsive to suggestions! I've purchased naninovel and am looking forward to the stable release :)

(Please delete this if not appropriate here - just wanted to say thank you somewhere!)

elringus commented 4 years ago

Implemented in v1.9.

yuna0x0 commented 4 years ago

The shortcut (key binding) settings should be implemented because Unity's Resolution & Input Dialog (Unity's launcher) has been deprecated.

Also, it seems as Naninovel has already support Unity's new input system, consider implementing it with key binding would be great.

Reference: The Display Resolution Dialogue has been deprecated and will be removed in a future version - Unity Forum What's the resolution dialog replacement? - Unity Forum

elringus commented 4 years ago

As you've correctly noticed, in v1.9 we support the new input system, which you can use to implement the key bindings at runtime: https://github.com/Elringus/NaninovelWeb/blob/v1.9/docs/guide/input-processing.md#input-system There are no plans to make any kind of built-in UI for runtime key bindings, though; in case it'll be a popular request, we could add an example on how to do that after the stable release.