When I released the Color/Shift demo, one of the main issues that were being reported was that dragging the pawns around was really difficult. This confused me as I had spent a lot of time painstakingly tweaking the controls so that sliding pieces felt natural and responsive, but it was obvious by watching people play that there was something seriously wrong. I made some changes to try to make it better, but the result was still pretty bad. The pawns would slide around loosely in any direction they wanted until crossing a grid line, at which point they would snap to an axis and move along it, It didn’t feel good, and it introduced all kinds of new problems including the possibility of phasing through objects or traveling in two directions at once. Worst of all, it still didn’t address the issue entirely.
I let it be and moved on to other things, planning to come back to fix it later. There was probably a little bit of hubris involved, if I’m being completely honest with myself; if I didn’t have a problem controlling the game, other people shouldn’t either, right?
A few days after leaving the issue behind, I was working on my laptop (most of Color/Shift’s development has been done on my desktop computer) and suddenly started having the same problem as my testers. Pawns were moving sideways when I wanted to move up, and sometimes they wouldn’t even move visibly before smacking into a wall to either side. What was going on?
As best as I can figure, the input issues had to do with the sensitivity of the mouse being used for control. My desktop has a high DPI gaming mouse with the sensitivity cranked way up, and my wireless mouse and laptop trackpad are much less precise. Armed with this new information, I set about making things right.
Here’s a visualization of the way I’m handling input now. When the user presses the mouse button, the pawn remembers where the pointer was when it was pressed. In the image above, it’s right in the center of the piece.
At this point, no dragging is actually done yet. The mouse must move 7px in any direction before the pawn will move at all; this is represented by the circle cutout at the center of the transparent fans.
When the mouse has moved far enough from its original position, its angle to that position is checked. If the angle is within 30° of an axial direction, the pawn is then allowed to move on that axis. If not, no movements are made.
I still need to stress-test this to make sure it works for everyone, but it feels much better with all of my mouse devices and I have yet to move a piece in a direction I didn’t intend since improving this mechanic. Feedback is important! Listen to your testers!