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Use glfw to get the joystick position. Add a new global variable `joystick` which is set to the active joystick ID (or to -1, if no joysticks are detected). For simplicity, for now we pick the first available joystick, but later we could make it configurable.
Implement a control style a la "The Conduit", where the pointer is used to rotate the camera, and the joystick is used for moving. This still needs some work (we probably want to show a small pointer on the Wii screen, because currently it's hard to know where exactly you are pointing at), but should give an idea. Having playing "The COnduit" for a while, this feels much more natural to me. This depends on xtreme8000#17 in order to be tested on the PC. Addresses issue xtreme8000#1.
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If I may suggest an addition to this, Could the D-Pad "snap" the camera in the direction you press a bit? Sort of like in VR games. That way the player can turn the camera faster if they need to (eg. combat). I've also found in VR games this gives me more control, so I think it would be good. |
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That snapping sounds a bit like what Flick Stick does with the right analog stick. I agree it sounds nice to have. |
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input: use joystick for moving, pointer for rotation
Implement a control style a la "The Conduit", where the pointer is used
to rotate the camera, and the joystick is used for moving. This still
needs some work (we probably want to show a small pointer on the Wii
screen, because currently it's hard to know where exactly you are
pointing at), but should give an idea. Having playing "The Conduit" for
a while, this feels much more natural to me.
This depends on #17 in order to be tested on the PC.
Addresses issue #1.