what control scheme would you most prefer?
jonmulcahy
Member, Sous Chef Posts: 10,408
I've recently redesigned a major gameplay mechanic of my game, and it's required me to change the way I control the player. Previously all you had to worry about was jumping, so the entire screen was a large button to jump, and two touches paused the game. That's not longer possible. I need to have a left and right button, as well as a jump button. I've got two solutions I can think of:
left side of screen moves left
right side of screen moves right
two touches to jump
three for menu
or
left/right buttons on the bottom left, jump on the bottom right. I'd make it so the user could go into the settings page and move them around how they'd like. With this method I think I'd have to keep three fingers for the pause menu.
I PREFER to have no visible buttons on the screen overlapping or hiding the gameplay. The accelerometer control isn't idea, but I'd like to implement it if I have time for those who'd rather use it.
what would you like to use?
left side of screen moves left
right side of screen moves right
two touches to jump
three for menu
or
left/right buttons on the bottom left, jump on the bottom right. I'd make it so the user could go into the settings page and move them around how they'd like. With this method I think I'd have to keep three fingers for the pause menu.
I PREFER to have no visible buttons on the screen overlapping or hiding the gameplay. The accelerometer control isn't idea, but I'd like to implement it if I have time for those who'd rather use it.
what would you like to use?
Comments
Have a look at Attack of the Kraken (there's a lite version, so you don't have to buy it!).
It's not perfect, but there are a few control schemes offered.
Also, I put in a 'transparency' control, which lets the player adjust the alpha of the on-screen controls to suit. All the way down to zero if need be!
Hope it helps, or sparks something useful!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I find it hard to suggest as different styles of game play work better with different controls.
Left and right hotspots is my preferred by choice but sometimes it makes sense to have buttons. For instance, do you jump a lot? If so, double tapping maybe a pain in the arse and you could potentially become frustrated if you can get it in quick enough. Next point, when you jump, do you need to be holding a direction? If you do i dont like the idea of double tapping ... Simply because im right handed, gaming feels natural to have controls on the left and action buttons on the right. So, to go right (press hotspot) and double tap to jump (using right thumb), im no longer holding the direction right! I could try and use my unpredictable lefty and jump using that but its gonna become a pain!
So, in some cases buttons are better even though it takes away gameplay area, for me, it all depends on what style the game is!
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Gameplay is simple, you never will be holding a direction when you jump, and you will not be jumping often.
I think i mooing to default to hot zones but allow both accelerometer and onscreen buttons.
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Ace
A good point was made about using the idevices "unique vibe". I've pretty well settled upon a lower left hot-zone for jump up left, center hot-zone for jump up and a lower right hot-zone for jump up right. The fun part is I added limited random angles and jump height to add unpredictability to the game play.
I'm also using a touch rule on the character itself for added fun. I'm really on the fence about the accelerometer but that's probably due to this specific game.
My second game may use it more though.
All comes down to testing-testing-testing.
left right buttons to adjust angle, button to shoot
left / right side to adjust angle, two fingers at once to shoot
tilt left/right to adjust angle, 1 finger to shoot
three fingers at once to bring up menu / pause.
that's a better representation of what I'm trying to do, it's not a platformer type game.
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