The Snap, development log: Day 15
Mac build (r84)
Windows build (r84)
Status: Controls updates. Your control settings are now saved to disk when you set them and picked up again on load. If the game doesn’t find a gamepad it’s expecting at startup it temporarily shunts the appropriate player[s] back to default keyboard controls while the gamepad’s disconnected.
I also added… it’s a little hard to describe but sort of an “auto-aim” mode. In this mode instead of having separate move and aim controls, you just have your move controls and then a “fire” button. Hold down “fire” and the game fires in the last direction you were “facing”. Dual analog control sure is fun, but this more limited mode helps a lot if you want to fit a lot of players into one game with limited control options– it makes four people on one keyboard seem within the realm of possibility for example. Most importantly for my purposes it means I can now control two players simultaneously despite only having two hands (I map left analog to P1 move, right analog to P2 move, L1/R1 to fire and L2/R2 to snap) which makes testing way easier.
If you want to try auto aim mode wait until it prompts you for “fire up” and then press the backtick/tilde button on the keyboard. “Fire left” will become your “fire” button.