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I'm hoping at this point it's about 1 year out or so, but we'll see.
[Edit: It was not 1 year out. It might not even be 1 year out from this edit. aaaaaaaa]
That would be awesome!
Keep up the good work.
Its definitely playable on the rog ally! Just have to tweak some of the controls in armoury crate.
Radial pop ups may work well.
This makes me think you are someone that has never touched the game. :p I feel like if you had you’d see the sheer complexity of the UI, of how many things you need to be able to do with a controller. It’s crazy.
I’ll explain some of the stuff that’s in the other thread to save you a click. Wayward uses a completely custom engine, so every single part of the game was built from the ground up. Since it’s web-based, and the project is very old, browser technology didn’t even support controllers yet when the initial UI was set up. (Before I was on the team.)
Even from the start the UI in Wayward has always been incredibly complicated, with a huge scope and an absolutely ridiculous number of moving parts. It probably would have been possible to hack controller support into it, but it neither would have had many features or been truly optimised for controller players.
Since I’ve been on the team, I’ve been porting over the UI to a new system, slowly improving a bindings system that supports things like input sequence bindings (ie pressing multiple keys back to back to do an action), making things more generic and more reusable, and in general decreasing what’s required for me to actually start working on controller support as its own UI mode, so that controller players are actually happy. I don’t want something you could emulate with JoyToKey or whatever. I want actual controller support.
It’s just that through all of this time I have also been working on many other big gameplay systems and features, plus also constantly improving and adding new UI features, too. It’s just me doing it, it always has been, and it has never been full time (I can’t afford it to be.) Believe me, I wish I could say controller support was done! But it’s probably still a ways off. I have no idea how long it’s going to take me to port over the final bit of UI, nor how long for the controller mode.
I have apologised many times before and I’ll do it again — I know it’s been a long time. It’s coming. Please be patient. We’re not triple A, our team is hobby devs, and we’re making most of our tech ourselves!!
It's nice to know that it's still getting worked on! Thank for all the work you're doing.
Please be like Project Zomboid and Caves of Qud. Thank you in advance and God bless.
I know more than you assume about game development as well. Player input is a fundamental part of the core engine. Trying to add it into an engine that was never designed for it, this far along in development, is building on a foundation of sand even in a game that doesnt have as many command inputs as Wayward does. You call JoyToKey beneath what you want to do, but for trying to condense half a keyboard worth of input into a controller, its a viable option, the others being a cumbersome menu system or a context action system trying to cover so many situations it will collapse under its own weight.
Please dont misunderstand me. I'd love to see you pull it off, but I have seen countless other game devs paint themselves into this exact corner, and never manage to get out of it. It will be a refreshing surprise if you manage it, but the odds are not in favor of it. Time, not promises, bluster, or condescending dismissal of your critics, will tell in the end.
Controller-like navigation is already supported in menus (in order to fully support using the keyboard to navigate menus), it’s just not really usable in the game itself because the game needs to have more state-based stuff (pressing buttons to switch which set of elements you’re navigating between in a predictable way) and to put all the dialog UI in one single navigable component (which shouldn’t be too hard because all dialogs use the same system internally.) Also we need a radial context menu. Just linking up controller input is easy though, there’s web APIs for it I can just start consuming. You have to consider that all this misc UI stuff I’ve been doing has been building things with future controller support in mind :p
"Complex" Games with PERFECT controller support:
Factorio (also on Switch)
Terraria (also on Switch)
Caves of Qud
Skyrim (also on Switch)
XCOM 2 (also on Switch)
No Man's Sky (also on Switch)
So Wayward is more complex than those?
(This is my default copy-paste) when I see people claiming a game would be too "complex" to play using a controller- it is not meant to be disrespectful. I'm just waiting to play this game when controller support becomes available.)
And while XCOM might be complex the input scheme is not. 90% of actions are move, shoot or overwatch. Kinda like chess. Difficult game, but all you do is moving pieces.
Just check the hotbar configuration dialog to see how many actions you want to force on a controller interface. The game has far too many options imo to be able to be played comfortably with a controller. The hotbar is great, but I dont think it will solve the problem.
I think exploring the world maps relatively well. Moving around and auto use/attack already does a lot: Mining, harvesting, chopping wood, killing spiders. Things like picking up items, or butchering could be mapped on buttons when available.
I see big issues with inventory management. Wayward is kinda backwards here and I like it. If I want to repair my axe I right click on it and repair it my hammer. Same goes for other modifications, like enchanting, refining or reinforcing. And its all in (sometimes nested!) context menus, which is imo poison for controllers. I think those actions should be reimplemented in a "forward way": Using the hammer/glue opens a window to pick the item to repair etc. Ideally you can map the whole context menu on ABXY.
tbh, I dont think Wayward will ever be a great experience with a controller.
Oh okay, so Wayward is more complicated than Factorio and No Man's Sky.
Hotbars are edited and used in many games using a controller. You just select what you want there and move around the hotbar usually with L/R etc.
Why argue against controller support? I don't get it. Do you know how many people might have physical limitations, or in my case, comfort limitations? I can't comfortably sit at a desk and have my hands on a mouse and keyboard for repeated use, nerve damage has caused a bit of neuropathy from my shoulders down to my fingertips... So there are certain movements that cause my hands to go completely numb. I haven't used a desk for gaming since 2010 or so, and gaming is catching up to offering both options to people.
The main differences Wayward's UI has from those other games comes down to just the fact that the UI in Wayward isn't entirely standardised and navigable. Any of those games listed that does have popup dialogs only shows one of them at a time. IE, opening and closing UIs is like switching between contexts. IE, opening and closing your inventory in Factorio.
In Wayward, currently, all kinds of UI components are shown simultaneously, and the player can put them anywhere, and the player keeps them open while doing things in the world, constantly interacting with both the world and things all over the UI. The game and its UI is very optimised specifically for keyboard and mouse players currently, and the thing in charge of actually displaying all those UI components needs to get a new "contextual" mode in order to get good controller support. So each "context" can actually be set up for the controller to navigate between UI components as the player would expect them to.
(Side note: that's not even the only complicated UI thing that will need work to be good for controller users — we also need one of those infinite radial wheels that bigger games have because of how big the context menus can get, which even further complicates things.)
Unfortunately, there are still multiple different systems controlling the UI — a very ancient legacy system that is like impossible to do anything with, and the modern equivalent that will be easy to tweak. As a result I can't currently implement controller support. It might be another year or so before the ancient legacy system is finally out of the game and controller support becomes possible, too, unfortunately.
I'm sorry it's taking so long!