Starting Point - Adaptive Controllers
Whilst many of the modules in the SpecialEffect DevKit might be applicable to your game, we’ve compiled a selection of modules which may be considered particularly relevant for many games supporting adaptive controllers, such as the Xbox Adaptive Controller, the PlayStation Access Controller, the Hori Flex or any other adaptive controllers offering gamepad inputs. Whilst supporting the controllers in your game is important, it is the players using these controllers that may need the most consideration.
The modules listed below can be expanded to reveal information on how they might be applied to supporting adaptive controllers and the players using them. This can be used as a starting point when interacting with the DevKit, if suitable for your game.
1.2
“Give players a choice of different input devices to play your game.”
1.3
“Let players use more than one input device at the same time.”
1.5
“Choose input devices that offer various input methods, or provide alternatives.”
2.2 Remapping
“Ideally, let players remap any action to any input, at any point in the game.”
2.5 Interchanging Analog with Digital
“Let players remap digital and analog inputs, and swap between the two.”
2.8 Reducing the Total Number of Inputs
“Help players by reducing the number of inputs required to play your game.”
3.2 Configuring Interactions
“Let players decide which input event performs an action, and the timing of that event.”
3.8 Reducing the Total Number of Inputs
“Let players configure inputs to perform multiple actions and so reduce the total number of inputs.”
4.2 Inner Deadzone
“Let players adjust the inner deadzones of each input to suit their movement.”
4.3
“Adjusting the outer threshold can help players to perform an action fully.”
4.5 Action Values
“Let players modify the maximum and minimum value of an action if possible.”
5.2 Action Information
“Give players information about available actions and required inputs during gameplay."
5.6 Testing Configurations
“Give players options to test their setups while becoming familiar with your game.”
6.5 Analog Action Assists
“Give players options to assist their control of analog actions.”
7.3 Automatic Digital Actions
“Allow players to automate certain digital actions.”
7.4 Automatic Analog Actions
“Allow players to automate certain analog actions in a specific or optimal way.”
We hope this has been useful for getting started when considering the motor accessibility of your own game. If you are interested in additional areas of motor accessibility that may also be related to your game, you might want to use our Checklist. This can be used to assess which motor accessibility options your game currently supports, and to determine what could be supported in the future.