Joypads [Indies]

Miscellaneous Forums/General Discussion/Joypads [Indies]

How many of you devs support joypads for your game, and is there much demand for joypad support?

The reason being, in one of the projects I'm doing, I have tried various input devices, and for some reason, the joypad seems more natural to the game play, the keyboard seems cumbersome, and there will be too much faffing around for the mouse.

So, The mouse is definitley out the window (Apart from the title screen and other non-gaming screens), keyboard support will probably niggle people... It does for me, and I've tried loads of key configs...

But the joypad just works really nice!

So whats your take on joypads, is there room for it to be a primary input device for an indie game?

And will casual gamers mind if I just let them define the keys for keyboard support as they see fit, as this will probably a be easier than creating a standard set of keys that works, and will save a faff on!

Dabz

If it's the type of game that can't be easily controlled with the mouse, I'd definately have joypad support.

[edit] P.S. are we getting an indie forum, or what? :/

Bizzy's Spelling Bee is mouse only.

I think it depends on the game though. Keyboard/pad control just wouldn't work for a game like this. But I also think that mouse control isn't appropriate for certain types of game.

If you're having keyboard controls you should always make them user-definable. But maybe have a couple of 'standard' layouts to choose from, too.

So whats your take on joypads, is there room for it to be a primary input device for an indie game?
Probably not. Different demographics. However personally I'd love to see more games (indie or otherwise) embrace joypad support.

I've started to support Joypads now, just finished writing a whole set up for them that calibrates, detects ports and firebuttons etc etc.


If you're having keyboard controls you should always make them user-definable. But maybe have a couple of 'standard' layouts to choose from, too.



mmmm So it looks like I'll have to research on the keyboard front then, just to find a standard layout.

What I'll do is provide a demo for some friends with a redefine keys option, and ask them to come up with something they are happy with, then get them to use each others redefined keys and see how it goes! :)

Thanks Gfk


Probably not. Different demographics. However personally I'd love to see more games (indie or otherwise) embrace joypad support.



I'll take that on-board too Flame, but since the joypad 'just works' with the game, I think I'm stumped in having it as the first control device, then keyboard second... We'll see how it goes! :)


I've started to support Joypads now, just finished writing a whole set up for them that calibrates, detects ports and firebuttons etc etc.



Sounds good Rob! :)

Thanks all! ;)

Dabz

I normally try to support all options as not everyone has pads

My games are designed to use joypad. You can use the keyboard, but that's not good for the gameplay ;)

In most case, you can't press more than 3 button on the keyboard ( lef+up... and fire won't work in the same time ) ! And it's a pain to configure keyboard ( different keys order in every contry ) :((((


[edit] P.S. are we getting an indie forum, or what? :/



It would be handy! :)

Whats the news Simon?

Dabz

Casual gamers pretty much don't play anything that can't be controlled on the mouse, so I would forget the keyboard and start figuring out a way to make the mouse work as well as the joypad, if I were you.

And if you don't think it's possible to make pretty much any game work well on the mouse, take a look at Pizza Panic, which makes a fantastic job of mouse control for a game which would cry out for a joypad on anything but a PC.

Supporting the Xbox 360 pad is a must. Depending on the game I might support some others.

Supporting the Xbox 360 pad is a must
Think I've missed something. Why would you specifically want support a type of controller that a relative minority of people own?

And why would it be 'a must' on a type of game that's just down right awkward to play on any gamepad?

For a game designer that has a couple of days to spare, I'd look into adding a joypad support. But, it really depends on which type of game it is. I personally prefer using mouse and keyboard, for ANY type of game.

Joypad support isn't too much of a challenge. The most important thing though is that you must include configuration options to remap input. Not being able to configure controls is one of the most unforgivable things you can do as a developer!

In my humble opinion, of course.


Supporting the Xbox 360 pad is a must. Depending on the game I might support some others.



Erm, if I was programming in XNA for the 360, then yeah, obviously!?! But since I'm hoping for users to have something as simple as a sidewinder, then I dont care much for full support for a 360 controller.

Basically, the feel of the game works much better through a joypad, it makes it easier to play.

Its sad that I HAVE to offer keyboard support, as the first batch of test's using the keyboard make the game a pain in the arse to play.

And I'm not talking about a flight simulator thingy with every key assigned to do a specific job, I'm talking 7 keys on the keyboard are used so far, where on the joypad, I can use the D-button and X,Y,Z... Which in all sense, doesnt seem a lot, but I want to take the users concentration away from the key presses to whats happening on screen (And theres a few things happening)

A joypad bundles complete control with ease of use and a simple layout, a keyboard sometimes confuses the life out of people when theres too much going on.

And as far as a 360 controller, I'll just keep that for FIFA 08! ;)

Dabz

EDIT: Every small game I've done, or every project I started, this is the only time the engine has cried out for a joypad!

It makes you wonder what other games would be like if they supported a joypad too!