[.] [:] [.:] [::] [:.:] [:::]
. : .: :: :.: :::
[o] [8] [o8] [88] [8o8] [888]
o 8 o8 88 8o8 888
Or say I want to make a game which has the following 6 main actions (just a hypothetical example, I'm not actually making such a game): JUMP, PUNCH, FIRE, INVENTORY, CAST SPELL, DROP BOMB. How would you assign them to the D1-D6 buttons in a way that is easy to remember?
Compare:
Δ JUMP
Ω PUNCH
X FIRE
Π INVENTORY
Ψ CAST SPELL
Φ DROP BOMB
or
⚀ JUMP
⚁ PUNCH
⚂ FIRE
⚃ INVENTORY
⚄ CAST SPELL
⚅ DROP BOMB
. : .: :: :.: :::
[o] [8] [o8] [88] [8o8] [888]
o 8 o8 88 8o8 888
What buttons would you assign to CONFIRM / CANCEL? What would be the natural/logical choice?D1-6 works just fine, you're just making something out of nothing.Associating meaning to generic labels like numbers is also a problem. If the meaning is derived from the button position, then the label does not matter, but if the meaning of the button corresponds to the button label, it's nicer to have something more than D1-6 to work with.
Or say I want to make a game which has the following 6 main actions (just a hypothetical example, I'm not actually making such a game): JUMP, PUNCH, FIRE, INVENTORY, CAST SPELL, DROP BOMB. How would you assign them to the D1-D6 buttons in a way that is easy to remember?
Compare:
Δ JUMP
Ω PUNCH
X FIRE
Π INVENTORY
Ψ CAST SPELL
Φ DROP BOMB
or
⚀ JUMP
⚁ PUNCH
⚂ FIRE
⚃ INVENTORY
⚄ CAST SPELL
⚅ DROP BOMB