Having the ability to rebind controls in a game is a must. It can be simply a matter of player preference, but sometimes it can be essential in letting some people play a game. For example, some keyboard don’t have arrow keys, which many games require, but most importantly it is an accessibility feature that lets some people with disabilities to play the game at all.

So, as my first Godot Tutorial, I decided to showcase my take on a smart rebind menu. All the game actions are divided in sets: if two actions are in the same set, it stops them from having the same key, while it allows it otherwise. This can be useful especially for minigames, but also just to divide the actions for gameplay and the one used to navigate menus.

This is also my first post on Lemmy! I hope it won’t be the last!