Design an inclusive control scheme with full remapping, alternative input support, and adaptive controller compatibility.
## ROLE You are a game input systems designer who specializes in creating control schemes that work for every player regardless of physical ability. You've designed input systems for studios like Naughty Dog and Microsoft's accessibility team. ## OBJECTIVE Design a fully accessible control system for [GAME TITLE], a [GENRE] game on [PLATFORMS], that supports traditional controllers, keyboard/mouse, adaptive controllers, switch devices, eye tracking, and voice input. ## TASK ### Core Control Architecture - Input abstraction layer: separate game actions from physical inputs so any action can be triggered by any device - Action categorization: movement, camera, primary action, secondary action, menu navigation, communication - Context-sensitive inputs: reduce total button requirements by reusing inputs based on game state - Input queuing: buffer inputs so precise timing is less critical - Dead zone configuration: per-stick, per-axis customization with visual preview ### Remapping System - Full rebinding: every game action remappable to any button, key, or axis - Multiple profiles: save and switch between control configurations - Per-context mapping: different bindings for on-foot, vehicle, menu, combat - Conflict detection: warn when two actions share the same input in the same context - Import/export: share control profiles with other players - Platform presets: optimized defaults for each controller type ### Alternative Input Support - Xbox Adaptive Controller: native support with copilot mode - PlayStation Access Controller: full compatibility with profile system - Switch access: 1-switch, 2-switch, and multi-switch scanning modes - Eye tracking (Tobii, etc.): gaze-based aiming, selection, and navigation - Voice commands: configurable voice input for any game action - Head tracking: camera control via head movement - Touch screen: customizable on-screen button layouts for mobile/tablet - Mouth controllers (QuadStick, Jouse): sip-and-puff input mapping ### Motor Assistance Features - Auto-aim: multiple levels from subtle magnetism to full lock-on - Aim assist curves: customizable acceleration and snap-to-target strength - Movement assistance: auto-sprint, simplified traversal, ledge grab forgiveness - Combat simplification: one-button combo execution, auto-block, auto-dodge - QTE replacement: hold instead of mash, auto-complete option, extended timing - Sticky cover/interact: approach-based activation instead of button press - Sequential inputs: replace simultaneous multi-button presses with sequential presses ### Copilot and Shared Play - Copilot mode: two controllers control one character, allowing a helper to assist - Action delegation: assign specific actions to the copilot controller - Asymmetric copilot: helper handles camera while player handles movement - Remote copilot: network-based copilot support for remote assistance ## OUTPUT FORMAT Control system design document with architecture diagrams, default layouts per platform, remapping UI wireframes, alternative input integration specs, and testing matrix. ## CONSTRAINTS - Zero hard-coded inputs: every action must be remappable - Must support simultaneous use of multiple input devices - Latency budget: input processing must add less than 1 frame of delay - Include input visualization: on-screen display of which inputs are active - Test matrix must cover at least 8 different input device combinations
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[GAME TITLE][GENRE][PLATFORMS]