Updated to v1.07 - Keybinding Fixes and What's Next


I had a lot planned for 2021, but unfortunately, by the end of 2020 I was suffering from RSI in my wrists and had to cut back on the computer work for a while.  After five months, I have finally recovered enough to get back to game development.  I'm currently working on a new dungeon crawler that will be similar in gameplay to MM0, but with a different theme and setting, plus new features like character creation.  I hope to have more to share on it soon.

First, though, I have a big batch of fixes to MM0.  These are mostly around the keybinding interface.  This was my first time implementing a comprehensive input binding menu, so there were a few things that I missed or didn't consider.  Some issues though stem from Unity's new InputSystem, which is still buggy and sometimes difficult to understand.  Please let me know if you encounter any problems.

Officially, this is 1.07.  I overlooked one small issue before uploading the first build, though, so Itch will present this version as 1.07a. 

Enhancements

  • Saving custom keybindings should be much faster now.
  • Renamed "page left / page right" commands to "previous / next character" and added "page left / right" to the navigation command names.  This should make it more clear what their actual functions are.  The former keys are only used to select characters, while the latter swap between multiple pages of spells, items, etc.

Bug Fixes

  • Open and close menu keys now need to be unique for both the field and GUI input groups.  For example, you cannot bind C to both the equipment menu and the cancel command.  This is because the menu key both opens and closes the screen, so allowing it to override another menu command would cause problems.  Existing custom bindings that break this rule will be left alone, but I recommend changing them to avoid strange behavior.
  • Fixed some keyboards incorrectly binding Print Screen from multiple different keys.  This also means that I had to remove Print Screen as a bindable key. [Unity bug?]
  • The secondary keyboard binding (Escape) for the field menu is no longer rebindable, and previous rebindings in this slot will be reverted to Escape.  Tab can still be rebound.  This was always intended and is supposed to ensure that the player cannot lock themselves out of the field and system menus.
  • Secondary keyboard bindings for map screen and character 5 now correctly accept keyboard input.
  • Fixed sometimes having to press the key twice when rebinding the submit key. [Unity bug]
  • Fixed some navigation errors in the controls menu.
  • Rebound keys now take effect immediately when binding from the title screen.  This also eliminates some erroneous error messages about duplicate bindings.  This issue did not affect the in-game controls menu.
  • Player can no longer close the controls menu without saving after rebinding its hotkey.
  • Player can no longer bind the d-pad keys to multiple GUI commands.

Manual Updates

  • Added some additional explanation of keybinding.
  • Added location of saved games and saved keybindings.
  • Slightly clarified the solution to the library puzzle.

Known Issues

  • When switching between keyboard and gamepad after a binding interaction (most likely after removing a gamepad binding with the Delete key), the game may ignore the first submit command issued from the new device.  Just press it again.  This was an existing issue in 1.06.  I believe this is another Unity bug, but I will continue looking into it.

Files

Magic and Metal Zero [Win].zip 22 MB
Version 1.07a Jun 09, 2021
Magic and Metal Zero [Linux].zip 22 MB
Version 1.07a Jun 09, 2021
MM0 Manual.pdf 169 kB
Jun 09, 2021

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