Architecture: Device matrix & control schemes¶
This page defines device support requirements, control schemes, aim assist policy, and UI constraints.
Device classes (canonical)¶
kbm: keyboard + mouse (PC)gamepad: console or controller on PCtouch: mobile/tablet touch
We may also record:
- screen size bucket
- performance tier (low/med/high)
Compatibility goals¶
- Every game must be playable on:
- PC (kbm)
- mobile (touch)
- console/controller (gamepad)
Competitive ranked modes may impose stricter constraints (e.g., separate queues).
Control scheme requirements¶
KBM¶
- Default binds with remapping support.
- Sensitivity controls.
- Optional toggle/hold for sprint/crouch.
Gamepad¶
- Full navigation without mouse.
- Aim sensitivity + deadzone controls.
- Target cycling where relevant.
Touch¶
- Dynamic joystick + action buttons.
- Layout scaling and safe-area support.
- Optional gyro aiming where available.
Aim assist policy (competitive)¶
Aim assist must be treated as a competitive feature:
- Ranked modes can:
- separate device queues, or
- apply tuned aim assist by device class
Policy baseline:
touch: strongest assist (friction + cone), cappedgamepad: moderate assist (friction), cappedkbm: minimal or none
Anti-abuse:
- aim assist should not override line-of-sight
- aim assist should not produce impossible snaps
UI requirements¶
- Responsive layout: handle small screens and ultrawide.
- Safe zones: avoid cutouts/notches.
- Text scaling: readable on phones.
- Controller focus states.
Performance tiers¶
Define tiers based on measured FPS/memory:
- Low: minimal effects, lower particle counts, simpler UI animations
- Medium: default
- High: enhanced effects
Rules:
- graphics settings must not change competitive outcomes
- performance mode must be available on low-end devices
Streaming and world assumptions¶
- Streaming may hide world instances.
- UI must handle “loading/streaming” states.
- Gameplay-critical checks remain server-side.
Testing checklist¶
- Each release must be smoke-tested on:
- PC KBM
- PC gamepad or console
-
mobile touch
-
Verify:
- movement feels correct
- camera controls
- UI navigation
- input latency acceptable
- no device-only advantage in ranked (or is explicitly designed)