Day 7 Update
So I sort of spent all this time and work making sure I swapped over to the new input system, but I completely forgot that I added full compatibility with controllers! I still need to work out some of the remaining issues with the cursor system I've built to navigate buttons & menus, but for player interaction within the world it does work quite well.
My UI properly updates depending on modes (and yes you can swap mid-session no problem), so you can always have accurate control descriptions. There may be issues with non-playstation controllers as I've only experimented with an older playstation controller, but I will be expanding my tests as time goes on to make sure all controller types (beyond the extreme ones like joysticks and VR controllers) are supported. I can't guarantee everything will be supported, but I would like to be sure the standard controllers out there can be used, and expand upon that as requested/required by players.
In further thought about accessibility, a question was brought up today during my stream about color-blindness settings. And I'd just like to repeat what I said, I'll definitely be including settings for color-blindness over time. I can't promise this right away, but by the 1.0 version of the game I'll have done a good bit of research and done my best to accommodate for folks who may not see the same colors I do. 👍
So yeah, without blathering further, here are the patch notes
Changelog:
- fully implemented item comparison display with color-coded text for determining better/worse stats when hovering an item of a type you already have equipped
- fixed issue with description panels sometimes being hidden by the edges of the inventory UI
- added new canvas layer for highlightable cursor (controller mode feature)
- fixed issue with highlightable cursor not displaying properly on dialogue buttons
- fixed some issues with highlightable cursor not hiding itself properly
- fixed other issues regarding the cursor throwing errors
Known problems:
- controller cursor does not work on main menu
- controller cursor still is left hanging sometimes on screen when all UI is closed
- pressing the save button on the main menu with a controller results in the player being snapped straight to the game, as if it presses "save" and "play" at the same time
Death For Growth
A game where death is just the beginning, and success depends upon it.
Status | In development |
Author | Setolyx |
Genre | Action, Puzzle |
Tags | Action RPG, gauntlet, Singleplayer, Third Person, Unity |
More posts
- Day 41~110... 😅Aug 20, 2023
- Day 30 ~ 40 (oh how the time flies)May 07, 2023
- Day 26~29 UpdateApr 20, 2023
- Day 24~25 UpdateApr 17, 2023
- Day 23 UpdateApr 12, 2023
- Day 22 UpdateApr 11, 2023
- Day 21 UpdateApr 10, 2023
- Day 18~20 UpdateApr 09, 2023
- Day 17 UpdateApr 04, 2023
- Day 16 UpdateApr 03, 2023
Leave a comment
Log in with itch.io to leave a comment.