Gamepad support only

Discussion and feedback on Construct 2

Post » Mon Aug 24, 2015 11:19 pm

Hi everyone!
I have a slight dilemma. I'm getting quite far into developing my game and have decided that the keyboard may not be the best, or even viable option for controlling the characters. First off, there's just too many buttons used in my game. Every button on a 360 gamepad is being used and up to 4 or 5 buttons will need to be pressed at a time (that includes 2 buttons you need to press the d-pad at an angle). A lot of keyboards don't even support that many simultaneous key presses.
For me, the game feels comfortable to play on a gamepad, but on the keyboard it just gets very cumbersome and hard to accommodate for.

So I have a question... Is dropping keyboard support for my game a dumb idea?
...or is it perfectly okay for a PC game to have gamepad support only?
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Tue Aug 25, 2015 12:44 am

Have you tried incorporating shift-key presses? I mean, hold down the A / B / a trigger button and then all of the other buttons can take on an additional function (not knowing your button map means that could be a ludicrous suggestion...!). But you could apply that philosophy to the keyboard - have shift (or another key) key presses, which reduce the number of keys the player has to reach for (assuming the player is not a pianist). Still requires a lot of learning on the part of the player, though, either way I guess. I don't think there's anything wrong with stipulating gamepad only, but that might frustrate a few potential customers... Not totally helpful, I realise!
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Post » Tue Aug 25, 2015 2:22 am

It's not ok to have a PC game without Keyboard/Mouse option to play. I'm curious, could you do a table of your games input mapped to a controller. From a personal design point. I often start with the most minimal input viable for games ie NES like controls(D pad, A/B, Start, Select). And if I MUST use more then I will. I also aim for context sensitive input to reduce the the number of buttons used. If buttons are linked to a UI windows, then I may just lump them down to a UI button and say use a secondary dpad/analog radial pop up to show what to select.
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Post » Tue Aug 25, 2015 4:25 am

Thanks for the feedback @Colludium and @jayderyu!
You guys are probably right that it's a bad idea. I'll probably have to bite the bullet and incorporate the mouse as well, which should work but I just wanted to have more traditional platformer controls.

Gamepad controls are currently:
Analog/d-pad - Cannon rotation/movement
X - Shoot/Action (hold for charged shot)
A - Jump
Y - Enter/Exit vehicle
B - Shield (also pulls in item drops)
Left trigger - Speed boost powerup
Right trigger - Brake
Left shoulder - Weapon select (multiple selections)
Right shoulder - Weapon cancel
Start - Pause/map

What I can do is have have cannon rotation and shooting mapped to the mouse, and the movement mapped to the keyboard; more like an FPS. It would play quite different compared to the gamepad, but I may just have to suck it up and do it anyway.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Tue Aug 25, 2015 4:31 am

PC gamers hate not being able to use keyboard, even if you recommend that a gamepad is the best way to experience the game, you'll get a lot of complaints and confused users if the keyboard is not well supported.

Ideally for efficiency and a large audience, we need to support as many input methods as we can while using as few buttons as possible.
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Post » Tue Aug 25, 2015 2:53 pm

If you use a Gamepad it's easy to forget that the majority of PC gamers that come across your game just might not have one, they want to check out your game real quick but they see it's Gamepad only and with the attention span most people have these days they'll just skip over it.
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Post » Tue Aug 25, 2015 6:44 pm

That is so true @jerryfriestad, and it's something that I was struggling with... Do I make a game feel great to play using a peripheral that only a few people have, severely limiting my audience, or do I support everything, even if I feel it doesn't have an ideal control scheme?

I think I will come up with something for keyboard after all is said and done. I know it's the right choice but it feels like a compromise between what I think the game should play like, and player expectations for a PC game.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Tue Aug 25, 2015 9:06 pm

@ryanrybot
Some games are hardly playable with keyboard or unplayable but they offer the option to play with keyboard and highly recommend the use of a gamepad.
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Post » Wed Aug 26, 2015 12:10 am

Gamepad controls are currently:
Analog/d-pad - Cannon rotation/movement
X - Shoot/Action (hold for charged shot)
A - Jump
Y - Enter/Exit vehicle
B - Shield (also pulls in item drops)
Left trigger - Speed boost powerup
Right trigger - Brake
Left shoulder - Weapon select (multiple selections)
Right shoulder - Weapon cancel
Start - Pause/map

Yep. I agree.
Rotation to the mouse
Move to keyboard
LMouse: Shoot/Action
RMouse: Jump
KeyDown(S/X): Brake... what would S do for vehicle controls except for brake? if it does something then X Q or E
E or F: Enter Vehicle
Scroll Wheel and/or 2/3: Weapon selection
1/ScrollWheelClick: Weapon cancel
Escape: Pause/Map

Not a big problem with controls here.
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Post » Wed Aug 26, 2015 12:54 pm

Maybe you also could compress the number to inputs to by using same key context sensitive?
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