Input design question

Dimitris

New member
Hello people,

Currently I have about FOUR moves that are heavy on the thumb =

BACK FORWARD ATTACK (spinning kick)
FORWARD FORWARD ATTACK (oizuki gut punch)
UP DOWN ATTACK (leg sweep)
DOWN UP ATTACK (upper cut)

With keyboard ---> It is fine.

With DPad ---> my thumb becomes sore after a while.


I chose opposite directions so that they do not change much the position in the level.
I could do arcs, like DOWN FORWARD ATTACK etc, like fighting games.

What do you think of this system ? Good, Medium, Bad ? Any suggestions ?

Thanks people!
 
Hello people,

Currently I have about FOUR moves that are heavy on the thumb =

BACK FORWARD ATTACK (spinning kick)
FORWARD FORWARD ATTACK (oizuki gut punch)
UP DOWN ATTACK (leg sweep)
DOWN UP ATTACK (upper cut)

With keyboard ---> It is fine.

With DPad ---> my thumb becomes sore after a while.


I chose opposite directions so that they do not change much the position in the level.
I could do arcs, like DOWN FORWARD ATTACK etc, like fighting games.

What do you think of this system ? Good, Medium, Bad ? Any suggestions ?

Thanks people!

I'm not a fan of back-forward motions. Too much command overlap potential and yes, thumb wear. Moves like that I prefer mapping to Forward -> Down. I also tend to think in theming.

For instance, if I wanted to have a Hurricane Kick, then Forward-> Down -> Jump works well IMO because it closely resembles the muscle memory motion of Down -> Back from vs. fighting, and Jump mapping to a flying type move just makes sense to me. Then, you free the attack button for other things ad save some finger wear by spreading motion around.


Lots of other little things like that you can do, but of course it's all subjective.

DC
 
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