


Of course the stick directs the attacks as well. Im no techie so I wont guess at how things are implimented - but the character doesnt snap into a default direction if you let go of the stick - they stay facing in the direction they are facing. The character faces the direction the stick is pushed. Sorry for the delay.Īs you know only one analog stick movement control. Long story short, I'd like to have some opinions on what you feel would be a good way to use the gamepad to control a character in such a game while ideally taking advantage of the anaog stick's smooth input.įinally fired up Diablo again. I did some researching and one thing that intrigued me was the gamepad controls for Diablo III, which had a "mob focus" button, and which is not dual-stick either. The problem with the analog stick is that since it's analog, once the character is turned into a direction, and you let go, the game obviously will register the positions of the stick while it's going back to zero, so the characte rturns in unwanted directions. However, I feel that this is not perfect, as it makes attacking enemies cumbersome I either have to press a trigger button to stand still and use the stick to turn towards the enemy, and then attack, or use the D-Pad with it's absolute values to face the enemy. I already have a control scheme that uses the left analog stick or D-pad for moving/turning, the right analog stick is only used for inventory management. I have little experience with gamepads and I own no gaming console, but I want to base the control scheme on gamepads so people can sit on the couch together and play without having to use mouse + keyboard. I'm currently developing a Legend of Zelda-style dungeon crawler with coop mechanics. TL DR: Opinions wanted on gamepad control scheme, particularly movement/turning, for a top-down dungeon crawler.
