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Controller support for PC *EDIT: Is gonna be amazing. Support Confirmed!!!


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#1
StElmo

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Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


Original post:

Call me crazy, but I actually enjoy the console version of DA2 over the PC version (I own both), purely because of controls.

I would love it if DA:I had controller support with the PC version because I simply prefer it that way. I understand some PC tacticians love the M&K and I hope they get a great system for DA:I, I would also just love controller support.

Heck, I would pay a few bucks for controller support DLC if it costs so much to port over.

Thanks guys, keenly awaiting the sequel to Dragon Age 2, my favorite DA game :P

Modifié par StElmo, 21 septembre 2013 - 10:10 .


#2
Seb Hanlon

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 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.

Modifié par Seb Hanlon, 20 septembre 2013 - 04:03 .


#3
Seb Hanlon

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In Exile wrote...

Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


Will we able to use both schemes simulatenously? That is, will the game break if I use point and click in tactical mode and controller in the non-tactical OTS portion? So that I can have a fine level of control over the individual character, but the much finer control a mouse offers in using tactics, as well as ability hotkeys of the keyboard? 


I can't confirm any specific details yet, but I will point out that handling multiple sources of input simultaneously (as you suggest) adds a lot of complexity both in programming and QA, especially as the rest of the UI needs to match the input scheme in use. Building a specific PC mouse-and-keyboard UI is our priority for PC; being able to use controller input on PC is nice and largely possible because we build that specific interface for consoles anyway.

#4
Seb Hanlon

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In Exile wrote...

Seb Hanlon wrote...
I can't confirm any specific details yet, but I will point out that handling multiple sources of input simultaneously (as you suggest) adds a lot of complexity both in programming and QA, especially as the rest of the UI needs to match the input scheme in use. Building a specific PC mouse-and-keyboard UI is our priority for PC; being able to use controller input on PC is nice and largely possible because we build that specific interface for consoles anyway.


I understand. Thank you for your response, Seb! I've seen other games to do this - like AC3 and SRW3-4 - but thinking on it further, the fact that the actual UI is identical, with only the inputs being swapped and the graphic prompts on screen, makes a significant difference in workload, no?


Pretty much, yeah.

#5
Allan Schumacher

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I mean, it depends. As a game programmer, I have programmed many games where you can use the Keyboard and Gamepad simultaneously. It depends on how complex we're talking. I don't expect the UI/Button prompts to change, but still...


It's less "is this overly hard" and more "Is it worth doing it at the expense of something else."

As Seb (a programmer himself) mentions, it's more akin to the idea of "Well we are already doing all that work on the console."

He gave a hint, however, that the UI will be different (since we'll likely just use the UI from the console). That creates a degree of simplicity in making sure that it works, whereas the idea of making it work without specifically switching between "Keyboard and mouse mode" and "Controller mode" means that there's a lot of potential knock-on effects that we'd have to consider.