doing the all important #gamedev task of navigating menus with a gamepad, unglamorous but fundamental!

I'm gonna do a write up of how I handled it soon (cos this is my own engine I have to implement the APIs too...) since I liked how easy it is to add to an existing UI (though I did design for it)

game is: https://store.steampowered.com/app/1836400/Mossfield_Origins/

Steam:Mossfield Origins

A small cozy community builder where all buildings are based on the same foundation! Take your time, build a sustainable community for your residents in this relaxing game, with no time pressure or external forces. Upgrade foundations via tech tree to redefine and refactor your space.

@ruby0x1 Cult of the Lamb went the other way, and their menu was console first. Using the menu on desktop was weird.
@ofrbg I’d say I designed for gamepad from the beginning but it seems to work well on mouse too! different kinda game though
@ruby0x1 this also has the benefit of navigating menus with arrows for old-schoolers!
@ruby0x1 looking forward for the writeup, We're going to have to start looking at this soon
@freddieGilbraith also custom engine? if you’re using an existing one they have their own paths of course!

@ruby0x1 Custom HTML5 engine, so the drivers are handled for us, but we'll need a way to map thumb sticks to discrete menu navigations.

Nothing super complex, but always nice to see how others do it

@freddieGilbraith it’s very common in games that dpad is used for ui and menus fwiw. I did implement thumb sticks too for directions but all I do is fire a dpad event, then everything else just deals in dpad and I can control when the stick is active (like if it’s used in game so can’t also be used for ui so having the control is nice)
@ruby0x1 oh yeah, I only ever use d-pad for menus. But we’ve got such a menu heavy game, i wana make sure people have the option so they don’t get cramped
@ruby0x1 That's really useful being able to see changes in real time.