DC controller redesigns

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Anthony817
Shark Patrol
Posts: 4009

Re: DC controller redesigns

Post#31 » Thu Apr 08, 2021 2:23 pm

Yeah bro that layout is fire. Really will be the best native controller for DC once released if it ever comes out.
Image

azoo
rebel
Posts: 22

Re: DC controller redesigns

Post#32 » Mon Apr 12, 2021 2:30 am

Image
Image

Here's my final design I landed on. Changelist:
+ right analog stick
+ genesis/saturn styled d-pad (borrowed likeness from the ASCII DC fight pad)
+ slightly wider handles (front to back), slightly resembling more the saturn 3d pad's handle width
+ curved the edges on the top slightly
+ used the new space to add Z and C shoulder buttons (think akin to wii u gamepad in how they hug the index finger)
+ empty space behind VMUs used to place cord


The next step now is making this into a 3D model, and then after getting on that I'll trying for a prototyping phase.

azoo
rebel
Posts: 22

Re: DC controller redesigns

Post#33 » Fri Dec 17, 2021 1:05 am

Guess who's back?

I still am fairly satisfied with the above revision, but I made another version with some extra tweaks, and a much-requested alteration..

Image

After spending some time with the ol' Xbox Duke controller, I realized maybe the world could've used a 6-button Dreamcast controller after all. So here's my attempt at that. I also took the time to rise the analog triggers up and shrink the size of the VMU block in the center (akin to the StrikerDC's back area) so people's hands can have ever-so-slightly improved ergonomics.

And for reference, here's an overlap of this controller and the original, to see the specific differences.
Image
Last edited by azoo on Fri Dec 17, 2021 1:41 am, edited 1 time in total.

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Ian Micheal
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Re: DC controller redesigns

Post#34 » Fri Dec 17, 2021 1:41 am

Strikers worst part is showing the vmu beard makes the whole thing unbalanced when having a vmu and rumble pack it's weight leans forward and stuffs up the whole balance of the great OG controller sega made..

I like your first one please let the poor vmu be transformer and cover it's buttons so it's not in the alltogether

Main thing about the vmu memory card becomes just a screen and you cant tell.. Anything is bastardry :x :lol: :? :shock: :o :( :geek: :ugeek: :idea:

azoo
rebel
Posts: 22

Re: DC controller redesigns

Post#35 » Fri Dec 17, 2021 1:43 am

Well thankfully, this revision doesn't alter anything about how visible the VMU board is, haha. It simply slims down the backside of it, which I think was a definite improvement. Other than that, the shape of the glorious DC controller stays intact.
Last edited by azoo on Fri Dec 17, 2021 1:44 am, edited 1 time in total.

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Ian Micheal
Developer
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Re: DC controller redesigns

Post#36 » Fri Dec 17, 2021 1:44 am

azoo wrote:Well thankfully, this revision doesn't alter anything about how visible the VMU board is, haha. It simply slims down the backside of it, which I think was a definite improvement.


great then :) it's my only problem lol :lol: :lol: :lol:

Striker is like looking at vmu porn
his poor little buttons in the all together lol :lol: :lol: :oops: :oops:

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Tarnish
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Posts: 342

Re: DC controller redesigns

Post#37 » Fri Dec 17, 2021 3:48 am

Ian Micheal wrote:Strikers worst part is showing the vmu beard makes the whole thing unbalanced when having a vmu and rumble pack it's weight leans forward and stuffs up the whole balance of the great OG controller sega made..


I think that's definitely something people not give SEGA credit for. Many complain for having the cord on the bottom of the controller instead of the top, but not realize that having it on the top would mean lifting the controller to look at the VMU screen results in lifting a good portion of the cord as well, making the controller extremely top heavy. So placing it at the bottom avoids lifting the cord, and also kinda acts as a counter-weight against the weight of the VMU + rumble pack.

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Ian Micheal
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Re: DC controller redesigns

Post#38 » Fri Dec 17, 2021 6:08 am

Tarnish wrote:
Ian Micheal wrote:Strikers worst part is showing the vmu beard makes the whole thing unbalanced when having a vmu and rumble pack it's weight leans forward and stuffs up the whole balance of the great OG controller sega made..


I think that's definitely something people not give SEGA credit for. Many complain for having the cord on the bottom of the controller instead of the top, but not realize that having it on the top would mean lifting the controller to look at the VMU screen results in lifting a good portion of the cord as well, making the controller extremely top heavy. So placing it at the bottom avoids lifting the cord, and also kinda acts as a counter-weight against the weight of the VMU + rumble pack.



100% spot on :)

azoo
rebel
Posts: 22

Re: DC controller redesigns

Post#39 » Fri Dec 17, 2021 7:32 am

Tarnish wrote:
Ian Micheal wrote:Strikers worst part is showing the vmu beard makes the whole thing unbalanced when having a vmu and rumble pack it's weight leans forward and stuffs up the whole balance of the great OG controller sega made..


I think that's definitely something people not give SEGA credit for. Many complain for having the cord on the bottom of the controller instead of the top, but not realize that having it on the top would mean lifting the controller to look at the VMU screen results in lifting a good portion of the cord as well, making the controller extremely top heavy. So placing it at the bottom avoids lifting the cord, and also kinda acts as a counter-weight against the weight of the VMU + rumble pack.


This is true, but this could’ve been countered by the controller featuring built-in rumble (like it probably should’ve).

Not only would it remove need for a Jump Pack, but also would put those motors in the handles (which I also extended the length of, giving it more space for them to fit in); better distributing the weight towards the bottom.

Of course you could always question the financial feasibility of this in tech that was finalized in roughly 1997/98, but A. my thoughts on this controller comes from an idea that they delayed finalizing DC’s specs until a worldwide 9/9/99 release (rather than launching a year early in Japan), and B. I’m also thinking of modern practicality since I’d like to see this experiment double as a blueprint for a PC controller at some point. :)


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