Implementation of a "Total Immersion Mode"

English is not my first language, so I believe my use of rightfully there has been misinterpreted. I did not mean that it is being used wrongly, I was just agreeing with you. I cannot come up with the proper word in English to explain what I was trying to say.

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Kjun mentioned in the first Comment Responses on October, 3 that specific hotkey might be assigned in the future to toggle between WASD direct input and Camera Control (U key as an example).

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From Discord

I think, guys, we should start by utilizing the control scheme that’s already implemented in inZOI for gamepads, since further Keyboard Hotkey improvements can be developed in parallel with gamepad optimization, which will essentially become the foundation for the next wave of PS5 sales.
Let’s break it down using the Xbox Controller in the current v0.30 build:
(A) – Scene Target Actions: the active object is outlined, but it’s better to keep just the filled circle. In menus, (A) = UI Target Select: opens sub-menus and confirms the final action. (E equivalent?)
(B) – Cancel Action: cancels the last action. In menus, (B) = Close Menu. (Q equivalent?)
[LB] - Interaction Target: cycles through Targets if multiple objects are in range. Filled circle = active, hollow = inactive. (Z / X equivalent?)
Press (L)-Stick – Personal Actions / self-menu: super useful when the character is off-screen or hard to select (see screenshot). Quick access to ā€œGo Homeā€. ā€œMountā€ can be skipped for now, since parking will return. (Ctrl equivalent?)
(Y+) [LT]/[RT] – Transition to Zoi: more intuitive, as the triggers switch forward/backward. Depends on player preference, but maybe [ / ] could be an alternative instead of spacebar?
(X)+(Y) – Hide/Show UI: great option, not sure if it’s available on keyboard.
Press (R)-Stick = Tab: also helps locate the active Zoi on gamepad (already assigned - F equivalent).

Assigned hotkeys: to open Relationship panel - R, Toggle Autonomy - T, Build Mode - I, Zoi Card - O, Smarphone - P, Focus Camera – F, Map (Edit City) - M.
Potential (Kjun’s thoughts): U - Toggle WASD Direct Input/Camera Control

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You know what worries me the most? The gap between what’s already implemented and what’s being requested. Some options could be added quickly, but players often ask for entirely new things without considering what’s already there. Naturally, developers respond more positively to ā€œoh, we already have that, it’s quick to add another part of this stuffā€ than to ā€œthis is too complicated, we’ll need time to think.ā€

Let’s be real. Ghost Play was shown back in August–November 2024, and it’s been cooking for a year. That gives us an idea of how long feature dev actually takes.

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Pardon the ignorant question, but if they already have these direct controls for controller, wouldn’t we be in the first scenario where they just need to use an existing system and add to it? I know little about the process behind development so I wouldn’t know, but hopefully we are.

All we want is for direct controls to be added to the keyboard in a way that feels intuitive for the players, honestly we gave our propositions but anything is fine as long as it feels good to play. For example I feel like E or F are always a good option for interacting, even if keys are already taken. But in the end the developers would know what keys fit best, what I think is important is that they notice we want these controls for keyboards and they (hopefully) deliver :crossed_fingers: :crossed_fingers: :crossed_fingers:

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I’m confused. I love the day before a video release, but right now the brainstorm feels like a mess. Now we’re just waiting for Kjun’s reply.

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Let’s see what they have in store for October and maybe keep brainstorming and seeing what fits based on that. There’s a lot that we dont know yet, like what are they exactly planning for optimization, open-world and other core aspects, so it’s difficult to even speculate about what could be possible.

Applying direct control to skateboarding is a great idea though! You should bring it here to the forums. I think with the craze of Skate a lot of people would be into that.

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We need to push this through by the time the game launches on PS5, they need players there. I don’t think we need to overthink it right now, responses are coming on Wednesday, and today there’s a lower chance they’re reading. If they don’t see it, we’ll carry it over to the next brainstorm. In any case, keep an eye on who’s aligning with you, Emmanuella, Cazy, Adeline, and others* for support.
*Lovelies, Marie, Shauni, kpopAddic, Flinka

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:psycat_thumbsup: :custom_heart: :me_too:

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You paraphrase complex build into nice, bite-sized chunks really well! :psycat_thumbsup:

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Blizzard’s World of Warcraft comes to mind as I read your reply - specifically regarding inventory and the many different types of ā€œbagsā€ - and then also ā€œbags/containersā€ vs ā€œbanksā€ and now ā€œwarbandā€ - all great stuff.

But one thing is facts - their key customization is FABULOUS. :100:

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The difference is, life sims are more of a slice-of-life/domestic/routine genre, and their inventory systems haven’t really evolved beyond the simple form we had back in the GBA/PS2 era, only reached their final version around 2009, and later got sorting and filters with Enchanted by Nature. Is that level of applied utility enough for a slice-of-life genre in the eyes of investors (opposed to the hyper-expensive esports monsters)? I think yes.

The attempt to make a pseudo-MMO pseudo-RPG crafting/inventory that’s what inZOI is right now, clunky, and simply unnecessary for a life sim.

Within life sims, that’s the Ā«Happy FarmĀ» level :slightly_smiling_face:

Do you remember? Funny enough :grinning_face_with_smiling_eyes:



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Suggestions included improving the clothing purchase system, adding gamepad and keyboard direct controls, and allowing custom key bindings. We’re currently reviewing key customization since it would benefit the most players.
Discord

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@Moooody I think we might be getting something in these lines soon, which is great news!!

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I honestly wasn’t very confident that they were going to give it a second thought but here we are! I think if they end up implementing it, playing inZOi is going to be a very feel-good experience :psycat_blush:

Plus, they mentioned some of the requested sports already in the works and posibly meant for the December update, so I feel like there’s a high chance we are going to find ourselves skating in no time :face_holding_back_tears: :custom_heart:

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I had my doubts as I understand we have some players that are not familiar with a more direct control approach, so it is good news and I remain optimistic towards the future. Can’t wait for the day I can jump inside of the game + approach an NPC and talk with the click of a key :smiley:

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I can’t wait for it either! It’s going to feel great :psycat_lay: :custom_heart:

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I have been thinking about it after Kjun’s response this week and even though we’ve discussed it already, I wanted to come here and write it for posterity (I think that is how you say it)

In order to not alterate the keybinding already in place;

Q: To speak with NPCs after approaching, instead of F

Num Pad ā€œ+ā€: access phone

Num Pad ā€œ-ā€: closes phone

Home: Relocate the camera to follow your zoi

E: for action and

E+R: ride/unride

M&I: for accesing map and inventory I find it intuitive, it is almost universal to all games.

Then adding key combo in order to do more complicated interactions might be best? I do wonder what other might find useful, I would love for the forums to allow us to create surveys!

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Keyboard controls ported from gamepad. Also, in the car you can press V to hide Zoi’s HUD but keep the speedometer on screen. I’d said that’s a solid stard. Consider my part of request acknowledged.

Hey, I don’t see that in game. Is that from a new video that I missed? What do you mean your part of the request? Anyways if we get this, it’s a win!