![]() ![]() for example on farm plots, water should always get 'confirm' button, since players usually want that option instead of the silo button.Īlso try to use the cancel button least, so if you had A as confirm and B as cancel, assign buttons to clickables A > X > Y > B. If you're assigning button prompts to whatever little clickables pop up, i would always default to a solo prompt being the confirm button, and if there's more than one, the more common/preferred option being confirm. either that or you'll have to completely rework some parts of the game and that's not really a reasonable thing to do. i know that feels 'familiar' to people, and they may think they want that because they imagine playing it that way, but with the logistics and structure of this game, it will not work well and you'll end up with a very difficult and frustrating game to control. don't try to make it like animal crossing or stardew valley or whatever because this game was NOT built with that in mind and that's trying to apply something made for another game to this, which is a bad idea. Im sure there's a lot more logistics to work out, but i think having button prompts next to each clickable during regular gameplay would be the best way to go. players will be used to having B for confirm (which is circle on playstation and A on nintendo) and A for cancel (which is cross on playstation and B on nintendo) many people like A for confirm, B for cancel but a lot of playstation, 3ds, etc. Have a settings option so people can swap which button is confirm/cancel for menus. or perhaps tabs would ALWAYS be controlled with LB/RB but try not to have too much of navigating between sets of buttons just with arrows. you maybe could allow them to move up into the tabs and down into the window with just arrows. if that window has tabs, have the 'focus' go to the tabs first. ![]() then when you select one with confirm button, the cursor will move to the context window that clicking that would bring up. you should only be able to move the cursor around in there. so when you open it, the cursor will be in the side where you can pick catalogue, clothes, vip, achievements, etc. for example in the main menu perhaps have one menu 'highlighted' at a time. it's just a lazy way to get out of making actual controller-based menus :P of course, it will take a lot of work to get right. Then you could do this for everything.įor menus, do not do a stick-moves-a-mouse-like-cursor thing. So when you walk to a crop, for example, that can be either harvested or watered, there will be a little "A" by the watering button, and an "X" by the harvesting button. There should be an option for this in the menu so you can change what type of button prompts to display - xbox style, dualshock/playstation style, or generic style (the xinput numbers). stuff like that) and there are often multiple action prompts on the screen, i suggest putting button prompts next to them. this is because the game is not really built for this.Ĭonsidering you can sometimes do multiple actions to the same spot (for example, bury a fruit or cover up a hole. ![]() Then when you start getting into using tools and interacting, it starts to get weird. When tool equip or quick inventory is open, the controls should change to 'menu mode' and you lose control of your character until you make a selection or press cancel button Right trigger or something to switch to the currently recommended tool (like when you're standing in untilled farmland and the rake option appears in the little popout for you to click easily) Left trigger to walk or run (same as shift) Stick/directional pad to move (same as wasd) (using Xbox button names since they are most familiar, I guess) This game has a bit complicated UI for controller considering it was built for touch/mouse but. ![]()
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