Game developers struggle with messy input code for new actions
10 posts across 3 communities in the last 90 days; 60% from r/gamedev.
“I have been working on a impulse and mass based shooting system that was originally thought of for a browser based shooter that we have ran a couple public tests of. The problem is its really hard to isolate the shooting mechanics and get them correct, so I too one of my older…”
“WASD movement controls are something that have been around a long time. But one problem I've always had with them is that in order to use an ability that requires another hotkey you have to stop moving. In a game where you can hold to charge your E ability you lose the ability…”
“General Game Controls (Standard) • Movement: WASD • Jump: Spacebar • Sprint/Walk: Shift My Game Concept Controls • Movement: WASD • Double Jump: Press Spacebar twice • Sprint: Press Spacebar once (Provides a temporary acceleration boost for about 1.X seconds. Players must…”
Multiple indie game developers are facing challenges in managing increasing complexity of input code as they add new abilities and actions to their games. They're exploring solutions like handler classes or consolidating into a single manager, seeking balance between organization and efficiency.
SOURCES (10)
“I have another question to ask about the Unity 6.6 game I'm working on, this time related to the script I'm using for the player's movement and other controls: using UnityEngine; using UnityEngine.InputSystem; [RequireComponent(typeof(CharacterController))] public class PlayerMovement : MonoBehaviour { [Header("Movement Settings")] public float moveSpeed…”
“General Game Controls (Standard) • Movement: WASD • Jump: Spacebar • Sprint/Walk: Shift My Game Concept Controls • Movement: WASD • Double Jump: Press Spacebar twice • Sprint: Press Spacebar once (Provides a temporary acceleration boost for about 1.X seconds. Players must rhythmically tap it, similar to bunny hopping, to maintain speed.) • Deceleration (Brake): Hold down Spacebar Game Context: I am planning to implement this control scheme into a first-person horror/chase game. What do you think”
“I have been working on a impulse and mass based shooting system that was originally thought of for a browser based shooter that we have ran a couple public tests of. The problem is its really hard to isolate the shooting mechanics and get them correct, so I too one of my older prototypes a "Zombie Blaster" and over the last few days updated it into an isolated enviroment to refine the mechanics. Currently I don't have much of a user base to test my demos, I make a ton of shit that”
“ive been trying to make a basic unity game but no tutorials are compatible with my set up ( the native 3d setup with visual scripting as im just starting off) and all tutorials i find are either c#, for 2d or they have 20 chapters on the history of video game development please just tell me how to make my guy MOVE submitted by /u/DovahkinnPlays [link] [comments]”
Here's a before & after of the movement and dodge roll changes. Any feedback or suggestions? Drop a comment! submitted by /u/xmi2025 [link] [comments]
“WASD movement controls are something that have been around a long time. But one problem I've always had with them is that in order to use an ability that requires another hotkey you have to stop moving. In a game where you can hold to charge your E ability you lose the ability to press D during it. same for Q and A. Even just having to stop for a quick tap of 1234 can stop you from moving a moment altogether. and while in slower games this isn't as much of a problem. But in faster paced”
“On itch.io I've seen several games now where player movement is only supported with WASD keys and not the cursor keys. Why not just add both, it seems like something very basic but I think a lot of potential players will be put off by this. Even if it's a gamejam game, it doesn't take that much time to add 4 keys to the input handling/configuration, right? submitted by /u/BdR76 [link] [comments]”
“Hi everyone! I'm currently working on a hand-drawn 2D action game using Godot, and I'm trying to figure out a good architecture for the player controller, particularly how state machines and animations should interact. One thing I'm struggling with is situations where multiple things are happening at once. For example, the player is running and then presses attack. I could handle this in several ways: Have a single state machine with states such as Idle , Run , Jump , Fall , Attack ,”
“We have been hard at work and wanted to show a few quick clips of our new movement mechanics. We have lots of new moves and animations including: sliding, wall run, run up wall straight on, clamber, jump and roll upside down, melee, blade strike with melee. The best part is that you can string these together and shoot all your guns and throw grenades while doing it. Personally, shooting a rocket and killing an enemy while upside down feels fantastic. What do you guys think? Game info: We're”
“My project started with just movement and a basic attack. Now I need to add dodge, item use, and a couple more abilities. Each new action is starting to touch input, animation state, and cooldown logic. The code still runs but the control flow is harder to follow every time I add something. I could split everything into separate handler classes but that feels like overkill for a solo build. I have also seen people cram everything into one massive input manager and just live with the mess. Curiou”
