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Hi folks! This week we wont be pushing a patch out because we dont have any notable changes done. Mat is on vacation so there are no balance changes, and Im still busy with gamepad support, tho Im getting into the finishing stages of the core functionality so hopefully soon Ill go back to some gameplay stuffs. Since theres no other topic we could talk about, Ill continue talking about gamepads from last week. The current state of the support is fairly complete. All the main screens are fully usable with the gamepad in a way that, at least to me as a non-console user, feels relatively normal. There are a few places that are janky and weird, most notably selection of spells in the core, node selection in the overworld map and the tile picking in fights. Basically, anything that has to do with 3D elements, which is probably not surprising since 2D UI interaction with gamepads is much more intuitive (and simple!) than anything to do with 3D that requires picking. When I envisioned spell selection in the core, I thought that it would make sense to use the up/down stick or d-pad movement to move between spell tiers, and left/right would move between the individual spells in that tier. After implementing it, Ill say that my vision was entirely wrong, and it feels very unintuitive and crap. So Ill be changing that so it works more like a directional thing where UP selects the first spell thats above the currently selected one, and so on. The world map node selection is a bit better, but still weird. It works by requiring you to push the stick in the direction of the node you want to select relative to the current node, but this has 2 issues. The first is that when two nodes are in a relatively similar direction, its hard to precisely pick which one you want to really go to because the margin for difference is very small. The second is a bit of unintuitiveness stemming from the first issue: you cant push UP to select the top node, but have to push in the, for example, right-and-up-a-bit to select it. This is another thing that will be tweaked once I get some feedback and ideas for a fix. Lastly, the combat tile picking is the weirdest one. Ive tried 3 solutions so far, and neither felt good :( The main problem Ive identified is that our game doesnt use a pure isometric projection (which would keep the vertical lines parallel to the screen), but a very narrow perspective projection. The camera is very far away from the map and is using a small FoV for a sort of telescopic lens effect. The other part is that the camera is looking down at an angle. So the issues I saw were:
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