While I've been very busy with no less than 3 projects since Somnipathy was released oh so long ago (roughly 2 years since the 'finale' update, there has always been that gnawing feeling of KNOWING we could have done better, that we didn't make the best thing we could given everything at the time. Everything has to release at some point, and it REALLY needed to come out when it did, but I've been happy in the last month to be tweaking and adding things that people requested and I just didn't have the knowledge, skills, or emotional bandwidth to do prevoiusly.
One of the big ones was WASD movement support... which at the time I really thought 'This is a point and click adventure game, I am NOT adding that.'. Over the years though, I've questioned why I felt that way. What was so important about keeping it mouse only that I had that gut reaction. I chock it up to just being done with the project and not wanting to 'gut and recreate everything', but also I just had no idea how to even do such a conversion. Fast forward 2 years and I finish it in an afternoon with no issue.
Sometimes those mountains really are just mole hills.
With that in mind I've now converted nearly the whole game to be controller compatible, and I can't say I'm disappointed in doing so! Obviously the game has many menus, so much testing is still needed (as well as better key rebinding system... do wish this was Godot 4 not Godot 3), but honestly, it feels real good to play on a controller, and far fewer compromises were needed than I had though. There should only be two points in the entire game where a 'virtual mouse' will be needed. Along with an editor pass for the dialog and improved save system security, this is really turning into a satisfying hoorah to our first outing.
Hopefully the future games won't leave such regret filled holes to patch, but if they do at least I'm better equipped to handle it.
Return to Somnipathy
aka Controllers and skills