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Controls insufficient for extended play #5

@skewbug

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@skewbug

Due to the nature of the vita and the game in question, there's always going to be a certain amount of awkwardness inherent to the controls of a port like this. After playing for a few hours, though, I'm convinced that the user experience could be substantially improved in a number of ways. Here's some of the issues I've come across:

-The biggest issue as I see it is the lack of analog input for the joystick mouse. This makes it extremely difficult to press small buttons. Implementing analog input on the left joystick would be ideal, but if that proves to be an issue, a quick fix could be to make circle slow down the cursor instead of speeding it up as it currently does. Maybe cursor speed could be set in a config file, as well as an option to use the screen like a laptop touchpad?

-The renaming dialogue for all buildings appears to be broken. Anything entered into the vita's system keyboard is concatenated with the building's previous name. The original name is not visible in the text input window, and hitting backspace does not affect anything besides what it being currently typed.

-The way the buttons are mapped doesn't take efficient advantage of the vita's limited controls. The right stick doesn't do anything as far as I can tell, and could be remapped to panning (or scrolling) in order to free up all four directions on the dpad for other shortcuts. Being able to rotate your view in both directions is convenient, but one of the shoulder buttons could be remapped to another important shortcut like change height (mapped to shift by default) without losing much at all. The best case scenario would be the ability to configure all controls in the in-game menu, or at least a config file.

I hope it isn't too tall of an ask, but this port has the potential to be a fantastic and convenient way to play the game, and I'd love to see it reach that potential. Thanks for all the great work already done.

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