🔀 Sunday Devlog 23: Beep Boopin'
Hey, welcome back! The week prior to this one was very intense and dense, but fortunately this one was less so. Thanks for forgiving us for not putting out a devlog last week. Let's cover what's been going on!
Controller Menu Navigation
Well, I can't hide from the demons anymore.. because the demons are dead! Thanks to the help of Kb-Lemon and Rezarg on the discord for the game engine the game uses (Flowlab), controller menu navigation has been implemented (after lots of fried brains including mine).

*These purple squares are temporary, don't worry!*
I completely underestimated how hard it would be to do controller navigation, but now, finally, all of the hard parts have been accounted for. In a nutshell, the controller menu navigation spawns these (soon to be) invisible "target" objects that are paired with their respective buttons, and the game also spawns an object to find those target objects. Pressing the D-pad/joysticks aims the finder object, which finds a target object and then "selects" it. There's a lot more to it than just that, but that's the most simple way I can describe it.
Something I've thought to myself: Has this been worth it? Well, honestly, from a sales standpoint, not really - there are way more desktop than Steam deck users on Steam. That being said, this has been a very fun challenge to make, and to me, that's worth all of the brain cooking and hair pulling. The nav system is still hyper-janky and has kinks to work out, but rest assured they'll be patched before release of 1.2.
1.2 When?
With all of the major things for this update done, the only things left to do are to wrap all the features together and also implement the adaptive menu music. The adaptive music is still being worked on by BoxLion and PrismaticTurtle, but progress is going steady. We'll see if there'll be a beta test of 1.2 before next week!
Thanks for following these dev logs as always! It's super exciting to be almost done with 1.2. We can't wait to present it!!
-Encabulated Games
