![]() To find examples of other rpgs that have attempted the transition from pc based controls to gamepad. 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. 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. 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. 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. 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. What bugs the heck out of me is that most games with controller support have lousy kb/mouse support. ![]() ![]() I do have an xbox controller and tried it once of twice but found it very klunky. Not sure if you want this sort of feedback but I never use a controller. 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). Just port the controls, make the text bigger and that's it, done. 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. One analogue stick controls a cursor, the other controls the camera, left trigger is left click, right trigger is right click. I don't know, it seems fairly simple to port it to a controller based setup. 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. 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. Of course the challenge is to NOT change anything about gameplay and design, and interactivity, and to still cater for keyboard/mouse fans. 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. 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. Sacred 2 overall is a bit rough, though one of my all time favorites, but it has the best controller layout maximizing efficiency for picking up (ninjaing) loot and space available to allow you to use your full arsenal. Even without the option to move or dodge in real time, simply having 12 readily available skills allows for a lot of options. Left stick dictates your skill's casted direction since you must remain still while you use skills. One press of a button and you pick up all loot within a certain radius around you. It also allows for macros freeing up even further space to equip skills. This allows you to organize skills such as buffs into one tab, close combat or more frequently used skills in another and your utility or situation specific skills in a third. To open up the other "tabs" you hold either the left or right trigger and again manually assign skills to each of the four face buttons. Each skill is manually mapped to each of the four face buttons. In total you can have 12 skills including your weapon and/or shield. If you havent seen it this is how it works. I understand this game uses turn based combat, however, sacred 2's layout may still prove useful. While you cant consider it a true isometric rpg, sacred 2 has the best controller layout for an action rpg.
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