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Thanks for the answer. As a dev myself I was mostly curious to know if you pulled it off because indeed, looking at this game, it looks like you're in for hell to make it compatible, if you ever do (and I wouldn't blame you if you never did).
Here's to hoping it doesn't cause you too many troubles down the road from players. It does sorta bar you from the Steam Deck, which is unfortunate, but I think your game is cool enough that it'll still do well regardless.
Best of luck and I'll definitely be trying the game when it's released!
I know this is easier said than done, and not at all a perfect solution, but it would help accessibility for those unable to use M+KB. Steam's built in controller support with setting the right stick to mouse movement is a mediocre solution as well. Personally, I combo controller and a mouse for now and it works quite well. Game is great BTW. Controller support would make it a total gem for my kids too. They LOVE Diablo lol
Tbh it isn't that difficult, you just don't want to do it. For the basic attacks you could assign them to A + B, the special attacks Y + X for Xbox controller users. Or L-stick to move, R-stick to fire main weapon than Y. X & B buttons for specials. It really isn't that hard, just sayin.
I think the issue is less implementing gamepad controls but more implementing gamepad controls that doesn't cause people to hate the game due to the gamepad controls.
It might sound easy but if it was so many other games wouldn't do it so poorly. I've played plenty of top-down roguelikes similar to Gungeon and TBOI and I'd say half, if not more, have had gamepad controls that have made me want to stop playing.
You only get away with rough controls on more hack and slash environments.
Although I'm not the dev for this game, I do have experience on this topic and would have to ask: why would the dev intentionally shoot themselves in the foot if it was so easy? Why would they then also lie about the difficulty of implementing it?
It's plainly obvious that Gamepad support would be a big request for this style of game, especially with the Steam Deck being a thing. So much about this game has a polished presentation and comes off as if the developer created the game with passion. Why would they deliberately choose to stumble here and cause upset, especially when it could hurt sales?
I believe the answer is that it's not that simple. It varies depending on how a game is coded and the experience of the developer. It's not always something that's simply attributed to laziness.
If implementing features was as easy as you let on, no game would have any shortcomings and there'd be a ton more games because what you're essentially implying is that game development is quick and easy.
Apples and oranges.
The default binds I recommend are binding dash to left stick click and a face button, all the abilities to the shoulders and triggers, and toggle cursor mode to right stick click. The spell menu can be viewed with the controller's back button and you should have the ability to use your DPAD to browse the passive on the bottom left of the screen while in your spell tome if you press left to go beyond the spell menu so you don't have to use cursor toggle to look at them.
WASD replayed with
//Movement input
moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
moveVelocity = moveInput.normalized * moveSpeed;
playerController.Move(moveVelocity);
Then for aiming, just use the other stick...