COMMAND WHEEL + CONTROL FLOW // SITREP #19
[p]Note: D-Log (devlog) structure revised. All subsequent entries filed under SITREP. Prior records unchanged.
//---- [/p][p][/p][p]⬤ SITREP \[0019]
[/p][p]\[// DEV][/p][p]\[2025-11-25-0800][/p][p]\[POE // DV-98][/p][p]\[NAFOSEC // NCC-RIGA][/p][p]\[RE: COMMAND WHEEL + CONTROL FLOW]
[/p][p]I’ve been spending a lot of time thinking about the command wheel lately—how it feels, how fast it is, and how much friction sits between the player and the thing they’re actually trying to do.
[/p][p]Right now, for the first Closed Alpha build, most of the interaction goes through the wheel. That’s the safest place to start. It’s slow, deliberate, and it teaches the game. Every option is visible. Every command lives in a predictable space. It’s the part of the UI that forces you to slow down, breathe, and make a call.
[/p][p]The command wheel is where you see the full set of decisions—movement modes, firing modes, stance changes, interactions, everything. But once you set up the intent—walk, run, crouch, overwatch, whatever—the game shouldn’t make you dig back through the wheel every single time you want to do the same thing again.
[/p][p]That becomes friction. And friction, in a tactical game, is only good when it’s meaningful. Not when it’s UI.
[/p][p]So we’ve been looking at layered interactions. Two, sometimes three different ways to trigger the exact same thing, depending on what kind of player you are and what kind of rhythm you fall into.
[/p][p]Some players will stay on the wheel forever. They like the deliberate feel of it. They want to be shown every option, every time. That’s fine. But others—especially long-session players—need shortcuts. Muscle memory. “Point and go.” Less clicking, more doing.
[/p][p]For example: if you select a character and choose run from the wheel, there’s no reason the game shouldn’t remember that. You shouldn’t have to hit the wheel again just to go from Point A to Point B. You should be able to right-click the destination and go. One thought, one click, done.
[/p][p]Same thing with targeting. You can go into the wheel, hit Aim, and then click the enemy—but you should also be able to hover over a hostile and have the reticle show up automatically, ready to fire. Two paths to the same command depending on how you want to play.
[/p][p]This is the long-term goal: fewer barriers between intention and action.
[/p][p]But we’re not going to have all of this on Day One.
[/p][p]For the initial Closed Alpha, the command wheel will carry most of the weight. It has to. It’s the safest foundation while we stabilize animation, integrate the new UI, and lock in all the core behaviors. But as development continues—and as the systems get sharper—we’ll start layering in the faster paths. Right-click move confirmations. Hover-to-target. Rapid stance flip. Direct interaction clicks. All the quality-of-life stuff that takes a tactical game from “playable” to “comfortable.”
[/p][p]We want Burned Horizons to feel deliberate, but not clumsy.
[/p][p]We want you to have control without feeling like you’re fighting the controls.
[/p][p]And we’re building toward that step by step. The wheel first.
[/p][p]Then the shortcuts.
[/p][p]Then the flow.
[/p][p]One system at a time.[/p][p][/p][p]/// ===============================================
[/p][p]SUPPORT THE OP[/p][p]👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.[/p][p][/p][p]OPN-FULCRUM // PHASE 2 -KICKSTARTER \[JAN 2026] → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in —followers get the deployment notice first.
JOIN THE DISCORD[/p][p][/p][p]
[/p][p][/p][p][/p]
//---- [/p][p][/p][p]⬤ SITREP \[0019]
[/p][p]\[// DEV][/p][p]\[2025-11-25-0800][/p][p]\[POE // DV-98][/p][p]\[NAFOSEC // NCC-RIGA][/p][p]\[RE: COMMAND WHEEL + CONTROL FLOW]
[/p][p]I’ve been spending a lot of time thinking about the command wheel lately—how it feels, how fast it is, and how much friction sits between the player and the thing they’re actually trying to do.
[/p][p]Right now, for the first Closed Alpha build, most of the interaction goes through the wheel. That’s the safest place to start. It’s slow, deliberate, and it teaches the game. Every option is visible. Every command lives in a predictable space. It’s the part of the UI that forces you to slow down, breathe, and make a call.
[/p][p]The command wheel is where you see the full set of decisions—movement modes, firing modes, stance changes, interactions, everything. But once you set up the intent—walk, run, crouch, overwatch, whatever—the game shouldn’t make you dig back through the wheel every single time you want to do the same thing again.
[/p][p]That becomes friction. And friction, in a tactical game, is only good when it’s meaningful. Not when it’s UI.
[/p][p]So we’ve been looking at layered interactions. Two, sometimes three different ways to trigger the exact same thing, depending on what kind of player you are and what kind of rhythm you fall into.
[/p][p]Some players will stay on the wheel forever. They like the deliberate feel of it. They want to be shown every option, every time. That’s fine. But others—especially long-session players—need shortcuts. Muscle memory. “Point and go.” Less clicking, more doing.
[/p][p]For example: if you select a character and choose run from the wheel, there’s no reason the game shouldn’t remember that. You shouldn’t have to hit the wheel again just to go from Point A to Point B. You should be able to right-click the destination and go. One thought, one click, done.
[/p][p]Same thing with targeting. You can go into the wheel, hit Aim, and then click the enemy—but you should also be able to hover over a hostile and have the reticle show up automatically, ready to fire. Two paths to the same command depending on how you want to play.
[/p][p]This is the long-term goal: fewer barriers between intention and action.
[/p][p]But we’re not going to have all of this on Day One.
[/p][p]For the initial Closed Alpha, the command wheel will carry most of the weight. It has to. It’s the safest foundation while we stabilize animation, integrate the new UI, and lock in all the core behaviors. But as development continues—and as the systems get sharper—we’ll start layering in the faster paths. Right-click move confirmations. Hover-to-target. Rapid stance flip. Direct interaction clicks. All the quality-of-life stuff that takes a tactical game from “playable” to “comfortable.”
[/p][p]We want Burned Horizons to feel deliberate, but not clumsy.
[/p][p]We want you to have control without feeling like you’re fighting the controls.
[/p][p]And we’re building toward that step by step. The wheel first.
[/p][p]Then the shortcuts.
[/p][p]Then the flow.
[/p][p]One system at a time.[/p][p][/p][p]/// ===============================================
[/p][p]SUPPORT THE OP[/p][p]👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.[/p][p][/p][p]OPN-FULCRUM // PHASE 2 -KICKSTARTER \[JAN 2026] → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in —followers get the deployment notice first.
JOIN THE DISCORD[/p][p][/p][p]