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Umbrella issue for a set of interlocking control-scheme proposals from EPmager's field testing (2026-07-01/02), all built on top of the new free dynamic camera. Filing them together because they are not independent — they cascade from one keystone change and collectively replace core LBA2 mechanics.
Direction decision needed first
The keystone (omnidirectional camera-relative movement) and its dependents dismantle the Normal / Sporty / Aggressive / Discreet behaviour system — a defining, series-iconic LBA mechanic — and replace tank controls. For a faithful port, this is a project-direction decision, not a QoL toggle:
Should this ship at all, and if so as an opt-in alternate control-scheme preset (retail scheme stays the default), or not at all?
The retail behaviour wheel and tank controls must remain fully playable regardless.
Nothing below should be implemented until that scope call is made. This issue is the place to make it.
The cascade
Keystone
Omnidirectional camera-relative left-stick movement. Hero moves relative to the camera's facing instead of tank rotation. A hold/toggle modifier falls back to tank-style rotation for precision sections (e.g. platforming), where holding it makes left/right cardinals rotate the hero as in the original scheme.
Behaviour-system unification (depends on the keystone)
Behaviour-independent Jump & Melee mappings. Unbind the Sporty (Jump) and Aggressive (Melee) actions from their behaviours; give each a dedicated mapping that works regardless of current behaviour. In the inventory, the 'Jump' mapping instead triggers 'Inventory help' (surfacing that existing feature and freeing its dedicated binding).
Walk/Run by left-stick actuation. <50% actuation = Walk, 50-100% = Run, independent of behaviour. Removes the need for the Normal / Sporty / Aggressive modes. For full-actuation-only inputs (keyboard), add a 'Sprint' modifier/toggle.
Discreet mode as a toggle rather than a standalone behaviour: toggling off returns the hero to neutral/regular; while on, the 'Jump' mapping enters the crouched state.
Sword-fighting styles via button combos instead of behaviour selection:
Normal style: hold 'Use weapon' (optionally with the left stick slightly forward).
Aggressive style: hold 'Use weapon' with the left stick at full actuation.
Sporty flips: press Jump while holding 'Center camera / Sidestep', plus forward or backward for a forward flip or backflip.
Discreet style: unchanged, accessible from the Discreet toggle.
Ranged-weapon aim mode. Holding 'Use Weapon' past a weapon's charge time (Magic Ball, Dart, Laser Pistol, Blowgun/Blowtron) freezes the hero in place while aiming; until release, left/right cardinals rotate the hero tank-style for precise aim. Rotation speed scales with left/right stick actuation, or is modified by the 'Sprint' modifier on full-actuation inputs.
UI that depends on the redesign
Overworld HUD replacing the (now unnecessary) behaviour menu: shows the same information plus which items are currently mapped to the D-pad. In keeping with the original clutter-free intent, it could be hold-modifier-to-show rather than persistent (and appear briefly on respawn). (The menu-navigation prompt half of EPmager's HUD idea was split out to Menu navigation: on-screen interaction prompts (Select / Return / Inventory help / Delete save) #371, since it's self-contained.)
Self-contained items split out (can proceed independently of this decision)
Umbrella issue for a set of interlocking control-scheme proposals from EPmager's field testing (2026-07-01/02), all built on top of the new free dynamic camera. Filing them together because they are not independent — they cascade from one keystone change and collectively replace core LBA2 mechanics.
Direction decision needed first
The keystone (omnidirectional camera-relative movement) and its dependents dismantle the Normal / Sporty / Aggressive / Discreet behaviour system — a defining, series-iconic LBA mechanic — and replace tank controls. For a faithful port, this is a project-direction decision, not a QoL toggle:
Nothing below should be implemented until that scope call is made. This issue is the place to make it.
The cascade
Keystone
Behaviour-system unification (depends on the keystone)
UI that depends on the redesign
Self-contained items split out (can proceed independently of this decision)
Related
Proposal by EPmager (field testing, 2026-07-01/02).