Are there ways to take the Controller HUD idea further? I'd love to see other ways for the Steam Controller to feel more naturally ingrained into a game, such as on-screen button prompts.
(Perhaps this could be possible if a game was released with remappable key commands? "RGrip" instead of "M" , "TouchMenu3" instead of "Z")
IIRC Valve have talked about addressing this very thing fairly recently, but they've yet to elaborate on how or when such a feature might come about.
Thanks for letting me know. I guess that means there's hope.
I was thinking about the
TouchMenu lay out and on-screen button prompts. 16 different keys? That could get messy.
'Quick, press TM 14.' ....Uhhh....
I'm not sure how Valve could simplify that, though, so that we as players know exactly where
TM 14 is across all games. (Because, ideally, you would try to bring in a kind of uniformity, so that when the player sees the on-screen button prompt their muscle memory knows
exactly where that button is on the controller for all games using the
Touch Menu layout.)
Would Valve use
symbols for these 16 buttons, as is done with PlayStation's four buttons? I don't think that would work - too many unique buttons to remember for the player to build up muscle memory.
Maybe it would be best to split the difference: The TouchMenu button prompts could be a combination of color-coding and letter-based. For instance, the top four buttons are always Purple, the row below Yellow, the row below Green, and the bottom row Blue. The player would see "B2" - the numericals outlined in white and filled in blue. And because these 'buttons' are always on the same spot on the controller, even the color-blind would build up muscle memory. (Or still just say "TM 14" but, as the lowest row of buttons on the controller with the
Touch Menu layout, have "TM 14" color-coded in blue with a white outline.)