Traditional input devices
Controllers turn physical movement into game parameters; range, neutral position and feedback should agree. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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Mechanics and variants
1Gamepads, sticks and triggersOverview and example ↗Sticks and triggers provide continuous values while buttons switch actions and modes without looking at the device.4
Mechanic variants
- Dead zones separate rest from small movement.
- Response curves alter precision near the center.
- Analog triggers modulate action strength.
- Remapping preserves meaning across different layouts.
Design example. A light trigger pull draws a bow while a full pull completes preparation without automatically firing. Prototype check: Test stick drift, reconnection and missing axes; an API name alone does not establish hardware capability.
2Trackballs, wheels and rotary controllersOverview and example ↗Rotary input controls relative change or angle, supporting continuous correction without a normal screen boundary.4
Mechanic variants
- Relative rotation accumulates parameter changes.
- Absolute angles select a dial position.
- Inertia preserves motion after input stops.
- Detents divide continuous travel into positions.
Design example. A player turns a valve with a trackball, adjusting flow without moving a pointer to the screen edge. Prototype check: Test direction, units and missed events during fast rotation, including devices with different step counts.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- MDN: Gamepad API
Input API documentation; actual controller capabilities require separate verification.
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