4 ms·
Maybe you realize the mistake was that keyboard input and mouse input should not go through the same code paths. I have done a lot of interactive application d
by moron4hire 4y ago
Maybe you realize the mistake was that keyboard input and mouse input should not go through the same code paths.
I have done a lot of interactive application design over the years. Not "games", but the underlying tech is very similar. Combining mouse and keyboard input is almost always a mistake for anything but the most basic, narrowly-scoped, get-this-done-now kinds of indie first-person-shooter games.
If you ever want to develop a system that is maximally accessible to different input modalities, you have to treat the mouse and keyboard as completely different devices that aren't related.
Because, for a large number of people, they really aren't.
- justinclift 4y agoThe same trap seems to happen sometimes for game devs. eg When they target game controllers originally then attempt to retro-fit keyboard control (for PC players) later. It leads to bizarre, and almost unplayable, keyboard mapping schemes for what should otherwise be good games. The most recent example that comes to mind is Moonlighter: https://steamcommunity.com/app/606150/discussions/0/3043859512561797915/ https://steamcommunity.com/app/606150/discussions/0/30438595... Unfortunately with that example, the dev's doubled down and didn't address the problem, rendering it pretty much a useless port. :(
- moron4hire 4y agoThat is absolutely bizarre. It's not just indie games, though. The Final Fantasy 7 remake has a gamepad-first/keyboard-shoehorned-in input scheme. It makes the game nearly unplayable.