![]() For example, the Summoner's skill module "Space Walker" allows the role to teleport to the mouse aiming position, the Doublegun's Dash also let the role dash to the mouse aiming position, etc. This problem can be seen in many games, and is more common in various simulation games.For this reason, Geometry Arena was designed from the very beginning with the mouse as the primary mode of operation, so some unique mechanics were designed around this principle. It is difficult to strike a balance between these two, which is a difficult problem for all developers. There are also some games that do not support controllers well for the sake of flexibility of mouse operation. There are many games that cut down the flexibility of mouse operation in order to support controllers. The UI elements in Geometry Arena are very messy (especially the role selection interface and rune operation interface), which leads me to never find a suitable way to design UI that supports controller control.Ģ. Since I just learned game development for a year, I am not very familiar with UI design in games. ![]() There are two main reasons for the current temporary lack of controller support for the Geometry Arena:ġ. In some cases, game developers didn't implement some features not because they didn't want to, but because they really meet some problems. Thank you, your words have made me realize a lot of things. If I end up keeping the game, I'll set a proper controller config and share it, so people can more easily have a good experience until the dev works it out. If I end up keeping the game, I'll set a proper controller config and share it, so people can more easily have a good experience until the dev works it out.īTW, to others looking for controller play, use Steam Input and set RS to "Mouse Region" input style, with LS mapped to WASD, RT to left click, and LT or RB to right click. What feels natural is important.īTW, to others looking for controller play, use Steam Input and set RS to "Mouse Region" input style, with LS mapped to WASD, RT to left click, and LT or RB to right click. It's a clear case of programmer UI, and makes the game feel impenetrable and unfamiliar, because the player has to mentally build this weird action map every time they come back to the game. The current UI is poor, with functions attached to letters just because they are near WASD, even though those functions aren't needed in fighting where WASD has relevance, and with information gratuitously hidden because every little thing gets mouseovers. It will also lead to better UI in general. You want your game to invite the player into it and feel right, and this is a game where you have good odds someone trying it is holding a controller. Trust me, the difference this makes is substantial. If you aren't a controller oriented player, talk to people who are instead of just hacking something together that seems "good enough". All things that are normally easy to navigate and that will feel way worse trying to push a cursor around with the stick.įind out what feels natural to controller users and make it work that way. That is a crutch that will only lead to clunky, dissatisfying UI and a lazy, amateur feeling game, especially here where you have a clear grid of actionable items and a few screens to switch between. I urge you to give it proper attention.Īlso, I advise against the analog-stick-cursor route others suggested. It's much more like "clearly this is not a serious project" as long as it lacks a solid controller foundation. Controller support in a twin-stick shooter isn't a "maybe some people would want it" deal. I have to seriously question a dev who puts a game like this forward with no controller support. ![]() I don't have much time in game, because I'm currently deciding whether to keep or refund it, but I didn't see anything that would be hard to handle on controller and, to be frank. What other UI is there that's "too complicated"? There's a bunch of stats on the side while playing (I forget whether those had popup info associated), but those ought to be on a pause/shop/prep screen with upgrades applied list anyway, not just hanging around all the time like we are going to read them mid-fight. The start screen would be sufficiently natural with bumpers for changing sections and dpad for moving around from there. Originally posted by 011 Games:Unfortunately, there has been no progress on this issue because the Geometry Arena UI is too complicated to operate by controller.What do you mean? What UI do we use while playing except standard twin-stick moving and shooting? The shop screen and difficulty changes would be trivial.
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