![]() I'd like to add as a side note that sacred 2 also has one of the best set ups for building a pure necromancer. Anyone have some good examples of top down RPGs with controller support? With Steam announcing their SteamBox, and other cloud-gaming platforms on the horizon, we were wondering if we should support controller input. Of course the challenge is to NOT change anything about gameplay and design, and interactivity, and to still cater for keyboard/mouse fans. We are well aware of that and do not want to make compromises.Īlso, quoting Lar: ".if we put in controller support, there's no reason left why we shouldn't support the game on consoles. And no, this is not an official announcement that the game will appear on consoles." But, since putting in controller support is a lot of work, we're trying to figure out if there's a demand. ![]() I don't know, it seems fairly simple to port it to a controller based setup. One analogue stick controls a cursor, the other controls the camera, left trigger is left click, right trigger is right click. You don't need to reword the interface or anything at all, there's no reason for it to be like Dragon Age Origins for example, where they made a specific console UI and stuff. Just port the controls, make the text bigger and that's it, done. The only issue would be making the text a bit larger (something that the PC version would benefit from a lot, the text is too damn small Larian). Not sure if you want this sort of feedback but I never use a controller. I do have an xbox controller and tried it once of twice but found it very klunky. What bugs the heck out of me is that most games with controller support have lousy kb/mouse support. Witcher 2 (not top down) is probably the best game with combined kb/m and controller support but even with this game you can tell that interface with kb/m would have been a *lot* better if they hadn't mucked it up for controller support. I can't really answer your question for demand but in practice I think a game requires to completely different interfaces not a single interface with two streams of input. How you present things for the kb/m crowd can fundamentally be different than for those with a controller (witcher 2 demonstrates this problem in how they manage inventory the design is around a controller - and as I noted it is one of the best combined interfaces I've seen it is also clear they had to handicap kb/m to support it I think what they shoudl have done (and you) is build two completely different interfaces (including graphics around presentation of things like inventory) and then feed the output of the interface into the game. This might be more work than you wish to undertake or the structure of the code might not support it (I've not seen a game do this yet but perhaps there is an example somewhere).ītw darksoul sucks not because I dislike the game but the control/interface is everely handicapped on the pc. If the controls are already set for pc why is there still some comcern that it will be dumbed down if translated to consoles? This thread is to offer potential options for controller layouts. To find examples of other rpgs that have attempted the transition from pc based controls to gamepad.
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