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I'm designing a controller

Interesting, but I'd probably need a more gaming-specific visualization before I can really consider it a practical concept, because I'm not quite sure I can really wrap my head around it right now.

Call me crazy but try something along the lines of tank-control resident evil gameplay first. Simplistic in mechanics and is an excellent test run as you can use the trigger to direct control of the speed and the nub to turn directions.

The dials can be used as a real-time equivalent of a radial item system.
 
a friend of mine built this for a project we worked on

EmCfcry.jpg

turntable-atyle controller. 3d printed case, platters made from old HDD's, Arduino brain. It sends midi so could be used as an actual turntable with the right software, but we did build it specifically for a game.
 
Call me crazy but try something along the lines of tank-control resident evil gameplay first. Simplistic in mechanics and is an excellent test run as you can use the trigger to direct control of the speed and the nub to turn directions.

The dials can be used as a real-time equivalent of a radial item system.

Actually, tank/car controls are easy to visualize, the hard part is anything else. I don't see why this movement setup is any better than a stick, which easily combines speed and direction in a tried, test and proven way.

Dials might have some interesting applications, however - maybe on the back of the controller, where your fingers are in a better position on the curve to actually be able to use them?
 
Actually, tank/car controls are easy to visualize, the hard part is anything else. I don't see why this movement setup is any better than a stick, which easily combines speed and direction in a tried, test and proven way.

Dials might have some interesting applications, however - maybe on the back of the controller, where your fingers are in a better position on the curve to actually be able to use them?

I was thinking an analog nub would be there. Speaking of tank controls. What about tomb raider? I think it would be a great fit. Just thinking how to implement a grab scheme.
 

cheezcake

Member
On the electronics side of things, you may want to consider switching from an Arduino to an MSP430 processor. Reasons:

  • Much, much cheaper. Good if you're project requires any sort of costings report/potential profitability assessments.
  • Great low power modes will give it a pretty decent battery life advantage over the Arduino microcontroller
  • Readily available DIP packages for the processor only. This'll give you a lot more freedom in terms of the PCB design and shape.
  • Still easy to prototype using a breadboard and MSP430 Launchpad microcontroller

The only disadvantage was that programming them used to be MUCH harder than programming for Arduino boards, but with the open source Energia Project it's basically the same as programming for Arduino now.

Here's a link to the launchpads you can use for prototyping/developing. http://www.ti.com/ww/en/launchpad/launchpads-msp430.html
In the final product you'll probably be using the actual processor only in a PCB you've designed, for example something like this. http://www.ti.com/product/msp430g2553
Also TI's more than happy to send students free samples of their products ;)

Edit: Analog sticks are implemented using two potentiometers, having two sticks would require 4 potentiometers and the Arduino mini has 4 analog input pins. So you could implement them if you wanted.
 

squidyj

Member
I have large hands, I find myself having to clutch my controllers in a manner that over time becomes uncomfortable, i would very much appreciate a controller that was shaped to allow a more relaxed hand position to grip the controller.
 

The_Poet

Banned
Mechanical switches for buttons make a huge difference.

The Razer Sabertooth had these and its the best feeling controller I've ever used. Its a shame they couldn't make it very reliable though.
 

Soodanim

Gold Member
The FightPad is an example of a great idea that is flawed. Don't get me wrong, I've used mine loads and not just for SF, but the buttons and dpad are all so bulky. The dpad especially doesn't feel nice when you come from a Nintendo controller.
 

DunpealD

Member
How about 2 face buttons and 6 shoulder buttons or something that can eliminate the need for "the claw" if you're thinking about a 2 stick setup?
Trying something unconventional(boomerang controller?) might turn into something good.
 

Orayn

Member
Alright, I figure it's time to update people on this:

  • I've decided on a controller with four six face buttons, start/select, two shoulder buttons on each side, and a disc-shaped d-pad.
  • The d-pad, if it works the way I intend it to, will be something like a hybrid of the Sega Saturn and the Playstation Vita. It'll pivot on a small metal BB, with a medium-short amount of travel needed to depress a direction.
  • There will be four SIX slightly oversized face buttons arranged in a fairly tight diamond pattern. They'll be a bit bigger than what you see on Playstation or Xbox Controllers, but smaller than a modern FightPad like MadCatz or PDP.
  • Though six face buttons would be great, that's sort of a fighter-specific feature and all the other aspects of my design will really need to be tested before it's worthwhile to consider a specialist use like that. Screw it, we're going with six! Long live Sega!
  • All buttons (and the d-pad) are going to use clicky microswitches! Haven't worked out the travel distance or yet, but I'm aiming to find some with a footprint no larger than 1cm x 1cm.
  • The initial version will lack full-sized handles and look something like larger, fatter SNES controller. Handles are actually pretty easy to design with lofting, but I'm not sure if my material budget is enough to include them.
  • If I can get someone to help me with the post-processing, I plan to use mass finishing on the shell and buttons to give them a smooth, semi-matte surface.
Gonna start posting sketches and WIP screenshots from SolidWorks pretty soon. Get hyped maybe!
 

AlteredBeast

Fork 'em, Sparky!
Good luck to you, but 4 face buttons is snoozeworthy to me! Ya coulda been a contendah!

The diamond layout and 4 face buttons are not mutually exclusive either.

Oh well, I know this is something you have thought long about, so best of luck!
 

Kevyt

Member
Alright, I figure it's time to update people on this:

  • I've decided on a controller with four face buttons, start/select, two shoulder buttons on each side, and a disc-shaped d-pad.
  • The d-pad, if it works the way I intend it to, will be something like a hybrid of the Sega Saturn and the Playstation Vita. It'll pivot on a small metal BB, with a medium-short amount of travel needed to depress a direction.
  • There will be four slightly oversized face buttons arranged in a fairly tight diamond pattern. They'll be a bit bigger than what you see on Playstation or Xbox Controllers, but smaller than a modern FightPad like MadCatz or PDP.
  • Though six face buttons would be great, that's sort of a fighter-specific feature and all the other aspects of my design will really need to be tested before it's worthwhile to consider a specialist use like that.
  • All buttons (and the d-pad) are going to use clicky microswitches! Haven't worked out the travel distance or yet, but I'm aiming to find some with a footprint no larger than 1cm x 1cm.
  • The initial version will lack full-sized handles and look something like larger, fatter SNES controller. Handles are actually pretty easy to design with lofting, but I'm not sure if my material budget is enough to include them.
  • If I can get someone to help me with the post-processing, I plan to use mass finishing on the shell and buttons to give them a smooth, semi-matte surface.
Gonna start posting sketches and WIP screenshots from SolidWorks pretty soon. Get hyped maybe!

When I become a billionaire and start investing, and if I decide to go into the console or gaming peripheral business, I'll remember your design, and buy it (if you agree of course)! Remember my words! :p The D-pad sounds really good. I really liked the Vita's D-pad, it's one of the bests in my opinion.
 

Orayn

Member
Good luck to you, but 4 face buttons is snoozeworthy to me! Ya coulda been a contendah!

The diamond layout and 4 face buttons are not mutually exclusive either.

Oh well, I know this is something you have thought long about, so best of luck!

I did some sketching and realized that including dual shoulder buttons would complicate the design of the shell more than I initially realized. Six face buttons may still be on the table after all!
 
Make sure you have something for your ring finger and pinky to do, maybe extra buttons or triggers. Those fingers have been neglected for TOO long!
 

AlteredBeast

Fork 'em, Sparky!
I did some sketching and realized that including dual shoulder buttons would complicated the design of the shell more than I initially realized. Six face buttons may still be on the table after all!

Excellent! You have my attention again!
 

Orayn

Member
Working on a very rough idea of a 6-button layout, fairly similar to Mad Catz FightPads.

Ul1GU4A.png


Colors aren't indicative of anything in the final design, they're just for my own reference.
 

AlteredBeast

Fork 'em, Sparky!
Working on a very rough idea of a 6-button layout, fairly similar to Mad Catz FightPads.

Ul1GU4A.png


Colors aren't indicative of anything in the final design, they're just for my own reference.

Love the look, and you definitely got the colors right! ;P
 

BGBW

Maturity, bitches.
Easy way to get around the colour problems is to use another set of colours. It would also solve having two grey button thrown to the side.

For example:
Green Blue Purple
Red Orange Yellow

Since it doesn't follow a pre-existing config there's less confusion. Also don't use A,B,Y and X for labels.
 

Orayn

Member
Like I said earlier, the version I produce will probably have buttons with no labels and all one color due to the printer I'm using. When I upload the files for this, people will be able to make their own in whatever colors they want. I doubt I'll even have any sort of official labeling scheme.
 
How did I not discover this thread earlier?

I have really nothing to add that hasn't been reiterated before (my contributions were to be six face buttons, split Wiimote/Nunchuck design, and a trackball for mouse emulation). It's funny how often all of these have been seconded in the thread, particularly the six button thing, and yet depressing how gamer preferences get ignored time and again in favor of the exact same design we've had for almost 20 years.
 

Orayn

Member
Look at Genesis 6 button and combine it with a Dualshock 4, and you will have the best controller.

If I can include handles and still fit everything in my budget, this is probably a pretty good description of what it'll actually be like! (Actually more like the Saturn than 6-button Genesis since it'll have shoulder buttons.)
 

AlteredBeast

Fork 'em, Sparky!
Look at Genesis 6 button and combine it with a Dualshock 4, and you will have the best controller.

Pretty much, although that is understandably impossible for the equipment and development cost he will have on this prototype.

So, my original suggestion remains awesome: 6 face buttons in Japanese Saturn body with usable shoulder buttons. Alternatively, the Saturn NiGHTS pad (also known as the best controller ever of its time) would be ideal!
 

AlteredBeast

Fork 'em, Sparky!
If I can include handles and still fit everything in my budget, this is probably a pretty good description of what it'll actually be like! (Actually more like the Saturn than 6-button Genesis since it'll have shoulder buttons.)

Great minds think alike.
 

Orayn

Member
Starting to lay down an outline of the shell, SNES controller for scale, all numbers are millimeters.

74880a82e3.jpg


It's pretty wide, but with the planned large d-pad and six button layout it kind of needs to be.
 

AlteredBeast

Fork 'em, Sparky!
Starting to lay down an outline of the shell, SNES controller for scale, all numbers are millimeters.

74880a82e3.jpg


It's pretty wide, but with the planned large d-pad and six button layout it kind of needs to be.

Looks good so far. Wondering about handle shape, since the is one of the most important things about a controller in my opinion, even more than an accurate d-pad, 6 face buttons, etc. If it isn't comfortable to hold, I won't use it.

Which is why the XBONE controller is worse than the 360 in my opinion. Comfort is worse on the new one...
 

Orayn

Member
Looks good so far. Wondering about handle shape, since the is one of the most important things about a controller in my opinion, even more than an accurate d-pad, 6 face buttons, etc. If it isn't comfortable to hold, I won't use it.

Which is why the XBONE controller is worse than the 360 in my opinion. Comfort is worse on the new one...

Handles forthcoming! I'm starting out with a "slab" design to establish the button layout, then reworking it to add the handles.

Speaking of parts and layouts, here are some things.

9543bfc1aa.jpg


dfcc0bb6c4.png


Button diameter in the second image is 12mm, but that may change.
 

Orayn

Member
Alright, I've got an update. Currently, my plan is to use Cherry MX Brown key switches for the buttons. This is a tactile, non-clicky switch that requires a relatively small amount of force to operate.

zE8VO1v.png


The button itself will basically be a specialized keycap that also limits the maximum travel distance to the distance needed to actuate the switch. This is far enough to feel the switch's tactile bump and full engage it, but the switch doesn't fully bottom out so you don't need to press it excessively far for a face button.

2NXADVL.png


2.5mm might be a little far in practice, but I think it should work reasonably well if I design the button/keycap to make it bottom out early. Durability shouldn't be a problem since these will sit snugly in the bottom half of the case.
 

Ultimadrago

Member
It doesn't matter if people read up down, left right, backwards forwards or whatever. X at the top, B at the bottom, Y to the left and A to the right is the correct layout. End of. There's no argument against it so you needn't bother.

It's okay to be wrong sometimes, BGBW. :)
 

Orayn

Member
Please no button label/color arguments... None of that will show up in the prototype I make, and you will all have my full permissions to label//color them however you want in the event that you print your own.

Speaking of printing your own, I'm planning to give this design a ShareAlike, non-commercial CC license if that ever becomes a concern.
 

Switzer

Member
Is there any particular reason your using an Arduino as the microcontroller? It might be cheaper, faster, and more effective to use something like a Microchip PIC series microcontroller (check http://www.microchip.com/pagehandler/en-us/products/picmicrocontrollers). They only cost a dollar or two, can be programmed in C, and often include integrated ADCs and other components. They also often support USB, which may make things easier for the actual connection to the PC/Console.

I don't know how much of an computer engineer you are, so this might be a better way to go, or it might be horribly complicated. Arduino's are typically for hobbyist prototyping, not for finished products.
 

Orayn

Member
Is there any particular reason your using an Arduino as the microcontroller? It might be cheaper, faster, and more effective to use something like a Microchip PIC series microcontroller (check http://www.microchip.com/pagehandler/en-us/products/picmicrocontrollers). They only cost a dollar or two, can be programmed in C, and often include integrated ADCs and other components. They also often support USB, which may make things easier for the actual connection to the PC/Console.

I don't know how much of an computer engineer you are, so this might be a better way to go, or it might be horribly complicated. Arduino's are typically for hobbyist prototyping, not for finished products.

Yeah, I'm not going beyond hobbyist prototyping with this one, since I just need to make a single finished version for my class project. I chose Arduino because there's already some code for PC controllers available, and I have friends who are familiar with it and can help me out.

If this is a smashing success and I wind up making more controllers in the future in greater numbers, moving to something like a PIC microcontroller would definitely be a consideration.
 
lAJUpsq.png


The idea is basically more ergonomic split-controller, by placing the front button closer to the joystick, and having all other buttons be relegated to the back of the controller.

Furthermore, you get a sort of Steam controller esque functionality thanks to the trackpad capabilities of the front button, which can be handy in PC games. Feel free to throw in gyroscopic sensors and wiimote pointer functionality if you want.

P.S. If you are inspired by this image, please credit me.
 

Aces&Eights

Member
Make the triggers actual triggers just like on a real gun. Hanging down as they would on a rifle. It would really add to the feeling in shooters.
 

Orayn

Member
This has been dormant a while. Time to change that.

http://imgur.com/a/lYfMY

3dqSkEE.png


pIZXSxZ.png


v3WgPU9.png


C5tlrrY.png


The design is a bit different from what I originally set out to do. We're using a repurposed Logitech F310 PCB and that shaped a lot of our other choices, but I'm pretty happy with how it's turning out.
 

Orayn

Member
Yeah, basically all that's left is to finish the shoulder buttons and columns/ brackets that support the PCB. The two halves of the controller should actually fit together pretty tightly just through friction, so we're just going to use glue if we need to do anything.

Also, another image.

dqBxruL.png
 

Veal

Member
Are you still using switches or are they all membranes now? I love the feeling of switches. The PDP Marvel pads would be AMAZING if they were more durable.
 

Orayn

Member
Are you still using switches or are they all membranes now? I love the feeling of switches. The PDP Marvel pads would be AMAZING if they were more durable.

This version has membranes for everything but the shoulder buttons since we're basing it on a PCB that comes with them. Soon, I plan to start working on a revised version that uses microswitches and an Arduino board.
 
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