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naelstrof
naelstrof

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Control rework, +Graphics

Okay this was a long time coming, after seeing users fumble around with the controls, and with having localized strings available-- I was thinking of adding hints to the controls to pop up.

After studying how other games do it (in particular I looked at Apex Legends). I realized most buttons that need to be pressed are actually displayed on the screen somewhere!

Unfortunately Unity doesn't come with built-in graphics for bindings, so I had to build my own graphic look-up table. It currently supports keyboards, mice, xbox controllers, and PS4 controllers. There's many more graphics that I can implement, but for now if it can't find an image it will just explicitly say which binding it is in text (<Mouse>/leftButton, <XBOX Controller>/A_button>, etc.)

I display some context sensitive prompts on screen at all times, I also make the "advanced grab" immediately unhook the cursor from your view. These changes will hopefully help new users figure out how to do the sex stuff.

After doing that, I've also reworked the "Use" system to support an icon to display, and to be context sensitive! Egg boxes will only display their use prompt if they're in plantable terrain, purchasables will only show their prompt when they can be purchased, and buttons will only show that they can be pressed if you meet the requirements for them.

This was a surprising amount of work, but it should pave the way to more intuitive controls, and simplify some networking that I'll have to do for use events.


Control rework, +Graphics Control rework, +Graphics Control rework, +Graphics

Comments

Have you reversed the run/walk mechanic? Because with the default being run, it makes it easy to overshoot where you're going, when your system is potato quality.

Connor Jones


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