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FTFY
Wrong.
FTFY
i have a thread with a tons of ideas i have for controllers, you could look at to chuckle a bit. But it is too complex for what you are trying to do now.The printers I can use for this only print in one color at a time, so my buttons will probably be blank and featureless unless I wanted their letters to be sunken into the surface or something.
Yes, your eyes don't deceive you, this bad boy for the Commodore 64 doesn't sport one, but two buttons, along with some hot long joystick action, fuck those analogue stick nubs! The kicker of course being that both buttons are both doing the same exact thing (second button was initially introduced for lefties). :lol
If you are using ABS to 3D print with, try using acetone vapor to smooth your parts. I've done it and the results are comparable to injection moulding.
I don't care what anyone else says.
You use triggers ergonomically molded like the GameCube, bumpers like the 360, and nothing else matters.
I know, I know, I am a design genius and an MS Paint god.
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We can finally make the dream a reality
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I know there's no mention of triggers in your goals, but man would I love to see a design that emphasizes full-hand grip, including your index and middle fingers always in resting positions on triggers. I used to love this controller back in the PS2 days:
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In any case, you can't go wrong with focusing on ergonomics.
If you're making a traditional controller, for the love of God, please put a button on the back of the grips, like Valve`s Steam Controller.
If you want to make something different, try a version of the Wii Mote + Nunchuck but in a way that allow for more buttons. WM+N are super comfortable, but they lack buttons, which means they can't be used for most games.
Much better accuracy in aiming
I really want someone like Logitech to rip this off and make one for PC (i know you can blue tooth the PS3 one), along with a decent wireless mouse.the greatest controller that never happened:
Think analog. Remember, the greatest revelation in 3D gaming's control scheme has been the analog sticks. So try to apply similar principles like triggers. In fact try something like a radio controller for RC cars. You can see how very well it controls. Game avatars are simply an extension of that principle.
I know analog sticks and triggers are tried and true (though the proper use of the 'analog' part of sticks are sorely underused these days), but I'm curious as to how to apply it to anything else, especially buttons. I know analog buttons are a thing, but how would one apply that? They're designed for immediate press and feedback, not quite ideal for utilizing the analog bit, though I could see possibly applying a 'pressure' functionality of sorts, thought it would probably be somewhat binary.
Use concave buttons. I've always wanted a controller with concave buttons.
Something like the Belkin n52, Razer Nostromo/Tartarus/Orbweaver, or the Logitech G13?
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A bit different from what I had in mind for this project, but very doable.
A better version already exists when Belkin owned the Nostromo. N52 4LYFE!This already exists actually:
Razer Nostromo on the left and Logitech G13 on the right.
They're not perfect though (for one, their sticks are pretty crap) and if he can come up with a better solution that would be awesome.
Much better accuracy in aiming
Bring the Super Famicom design to the future.
You know what? fuck buttons. They've been abused to the point of context driven mechanics and QTE's. Try switches. You know? Like the type where you twist a flash light that determines it on or off or varying degrees of brightness. Or dials? Imagine that being used for item management.
Face button surfaces will probably wind up being flat. The printer's resolution in X/Y is very high, but any kind of curvature in the Z-direction will wind up showing visible lines and not being very smooth. I'd sand down the buttons' edges to make sure they didn't scratch/cut your thumb, but that's about it.
... Okay, you might be onto something here, though I'm having trouble figuring out how to get either working properly in the place of regular buttons, you don't normally use those kinds of switches/dials with just your thumb.
Do you have a design document on what you want it to do?
Out of curiosity, I'd like to know whether controllers have become like cars now, with most of the design fixed to the point of no return.
How forward thinking are you? Do you just want to build your own version of a control pad. Simple, and it just plain works. Or try something a little more adventurous.
Imagine using that as base. But on the side there are extra dials. The trigger has a dual-feature a-la GameCube where it functions as both analog and clickable context button. Or you can have some sort of loose analog lever in front of it where you use your nub-hand Fore finger to tap or pressure to achieve similar results.
The full contents of the OP are the closest thing I have to one, I describe most of the planned parts/features in as much detail as I currently have figured out.
My overall plan right now is to make something like a modernized version of the original Playstation controller, or the Wii Classic Controller Pro minus analog sticks: A d-pad, four maybe six face buttons, four shoulder buttons, start/select, and ergonomic handles. I would do something more ambitious, but I'm trying to limit most of the parts to stuff I could make for this class project without expending unrealistic amounts of time/effort/money.