- In my puzzle game, the player moves one step at a time on a hexagonal grid. (Not an action game.)
- The sequence of steps is important for the gameplay, so it is not only about getting from A to B.
- There are of course six possible move directions that I have to map my input to.
- My hexagons have a pointy tip, so I do not have a North or South adjacent cell. So the ordinal directions are NW, NE, E, W, SW and SE. See the image.
- I am particularly interested in ideas to accomplish this movement for mouse, keyboard and Xbox-like controllers, but feel free to post your thoughts on touch.
- The main difficulty is that I am very experienced with my very clunky controls and new players are struggling to simply move the player around. Also, the movement controls cannot be accomplished via conventional square grid controls, e.g. a dpad or WASD.
What I have tried / Ideas
- Mapping the characters around S directly to the six hexagonal directions, so W->NW, E->NE, A->W, D->E, Z->SW and X->SE. This is what I use basically.
- Idea: Use WASD only. W is a North modifier, S is a South modifier and A and D correspond to East and West. Holding down the modifier will change what A/D does. Maybe show preview of current move possible with modifiers.
- Flick controls: When you reach a certain threshold in displacement of the 2D left stick, this angle counts as as movement and will be mapped directly to a direction. You will see a small line/arrow pointing to the corresponding direction of the stick when you are not fully tilting the stick. Center stick to proceed.
- Same as before, but you have to press A to go in that direction.
- Idea: Click on the adjacent tile to go there, maybe highlight possible moves.
- Idea: Press a button and drag from that position to mimick stick controls, e.g. flicks.