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#1
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![]() Even though we got some controller support for Drox, it seems that in DL, the controller code isn't operational. I tried binding some buttons and nothing was detected.
Additionally, I think there is relatively low-hanging fruit in terms of making DL the first Soldak game with 'proper' controller support, including a default X-box controller profile. What does this entail? * Left stick for movement * Right trigger for main attack * Left trigger for secondary skill * A good targeting scheme for skills that can take targets: * A default targeting outline around the next target of a target-based skill * The option to move the right stick to have a fast-moving cursor that can snap to possible targets. * Turn all menus into being large, modal menus with hotspots, where A is select and B is cancel. * In menu mode, right trigger and left trigger would switch between the menus: Relations, Skills, Character, Map(?) * Right and left bumper buttons would switch between races in the Relations screen. * Showing Inventory should probably pause the game. It's already optimal to pause when watching inventory, so might as well do it automatically. * When inventory is displayed, a cursor would jump from one block to the next, with left bumper moving to the equipment area. * Identifying can unpause the game just for the duration of the identification, and then automatically pause again. * Viewing status effects while playing the game is tricky, but it's also tricky in realtime with the mouse: * One option is to pause the game and allow the cursor to navigate to the effects while paused, hopping from one to the next. * Another option is to have a button that switches to navigating modally between the status effects, and showing their description, in real time. Pressing the button again will get you back to movement. I think this should be pretty easy given the headway Drox has made. A secondary goal (maybe for an expansion) would be to add split-screen local coop, which I think would open this game up to a new and growing audience. In general, this requires * Creating a narrower version of the UI * Making UI for player selection for each character, while world selection/creation is only done by the first character. * Adding the ability to render on 2 view ports. * Making all UIs be local to a view port. * In general, you can still make use of the server code that's used for remote co-op. It would be really crazy to add 4-player local co-op. Only a few games bother doing this, but again, it would elevate DL to higher-level status and competition in a circle of games with far fewer entries.
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Mods: DC Balance UI | DoP UI | Drox Guild Time Silence | DL Texture | Join our Discord! Last edited by Bluddy : 05-02-2019 at 12:33 PM. |
#2
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![]() +1 for controller support being native.
edit: i wouldnt use it, but it would sell more copies which benefits all of us. Last edited by megaflux : 05-02-2019 at 11:47 AM. |
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