1. Wobbledogs
  2. News
  3. Patch v1.28

Patch v1.28

New Features:
  • Partial gamepad support!

    Almost all of my time since last patch has gone towards setting up gamepad support. I've never had to do this before and it was more complex and tricky than I expected it to be, but as of this patch you should be able to use almost any (reasonable) gamepad you have access to to play the game! In order to set this up without adding special case gamepad handling in a bunch of places, I had to rebuild a large chunk of the game's UI from scratch to use Unity's UI system instead of an old custom one I started the project with. This needed to be done regardless in order to support multiple resolutions later on down the line, so while it was time consuming, it was also a good excuse to get to it! I used InControl for gamepad input handling, and while it works great for that it does not have any native support for virtual cursors, so I had to build one from scratch and get it integrated with Unity's UI system. This was not trivial, but it's finally in a fairly solid place.

    I list controller support as "partial" for now because there are a few things still missing, namely the game does not currently update its text dynamically when listing out controls depending on if you're using a gamepad or a mouse and keyboard, so gamepad players will have to figure out the controls on their own. Button remapping and gamepad specific control options have not yet been implemented either. All of these features are still coming, however! There are also a few UI display issues with the virtual cursor, but from my testing they should all be minor and not disrupt your play.

    The last thing I'd like to mention for now is that if you're running into heavy performance issues with this game, using a mouse will be a better experience for you. Since the gamepad uses a virtual cursor not the system cursor, it will be affected by lag in the same way that all other on-screen motion is. There are also a few weird edge cases when using a gamepad when the framerate dips too low. These are related to the execution order of the custom UI event handling I had to implement, and are things I will continue to look into as they come up.

    Even with these caveats, I think the gamepad support is in a good place for now! I personally prefer to still use a mouse and keyboard, but if you usually like to use a controller then try giving it a go!


Audio:
  • SFX for den construction.
  • SFX for dirt collection.
  • SFX for trying to grab immovable objects in Placement Mode.


Bugfixes:
  • When the game is soft paused a dog's capsule timer was still active, and because needs do not decay in this situation it meant that leaving the game soft paused for a while could result in an absolutely unreal amount of capsules being laid. The game now pauses the dog capsule timer while soft paused.

  • If a dog encountered a memorial while walking around, errors would spew because of a missing tag in the object handling code. This could have been causing lots of little unrelated issues, but has now been fixed.