SaraTonen
Member
Without getting into the whole "just have customisable button mapping" debate, I'd like to inquire as to people's general preference when it comes to mouse/keyboard controls, specifically in a 2D platform setting.
I'm working on my game and for the life of me, nothing feels good with keyboard controls. Now I don't ever play games on PC and fully intend for Gamepad to be the desired control method but short of having zero keyboard controls, I can't enforce it, nor should I.
And yes, ultimately I will do button mapping but I'd like to get a good default layout set and learn how games are played and experienced with this control method I'm very unfamiliar with.
A couple points that pertain to Lobetrotter:
My walljump mechanic is single-wall based. I don't want wall scaling so I force momentum for a bit during a walljump. On Gamepad, it feels as I think it should with the player holding their directional input into the wall and pressing the jump button, then rolling the stick towards their destination during the hspd lockout. All of this works the same with keyboard but you can't roll the arrow or WASD keys. It just feels off.
Aiming. I originally intended to have full 360 aiming, thus the mouse would be used. I have actually decided on 8-directional aiming as I don't want any run-and-gun style combat so momentum is stopped during aim-mode. Normally I'd think Mouse-Right would serve as an aim button but with no need for the mouse, I need a key. It could toggle or be held but just once again, nothing feels right or easy on my hand.
As it stands, controls are:
Move - Arrow Keys
Jump - C
Attack (melee and fire gun) - V
Dash/Run - Z
Grapple - X
Aim - L-Shift
Not really sure what the point is here. I've read lots of stuff online and everyone has their preference but I'm still unsure how I should proceed. Just asking for opinions here, nothing to be fixed for me.
I'm working on my game and for the life of me, nothing feels good with keyboard controls. Now I don't ever play games on PC and fully intend for Gamepad to be the desired control method but short of having zero keyboard controls, I can't enforce it, nor should I.
And yes, ultimately I will do button mapping but I'd like to get a good default layout set and learn how games are played and experienced with this control method I'm very unfamiliar with.
A couple points that pertain to Lobetrotter:
My walljump mechanic is single-wall based. I don't want wall scaling so I force momentum for a bit during a walljump. On Gamepad, it feels as I think it should with the player holding their directional input into the wall and pressing the jump button, then rolling the stick towards their destination during the hspd lockout. All of this works the same with keyboard but you can't roll the arrow or WASD keys. It just feels off.
Aiming. I originally intended to have full 360 aiming, thus the mouse would be used. I have actually decided on 8-directional aiming as I don't want any run-and-gun style combat so momentum is stopped during aim-mode. Normally I'd think Mouse-Right would serve as an aim button but with no need for the mouse, I need a key. It could toggle or be held but just once again, nothing feels right or easy on my hand.
As it stands, controls are:
Move - Arrow Keys
Jump - C
Attack (melee and fire gun) - V
Dash/Run - Z
Grapple - X
Aim - L-Shift
Not really sure what the point is here. I've read lots of stuff online and everyone has their preference but I'm still unsure how I should proceed. Just asking for opinions here, nothing to be fixed for me.