what control scheme would you most prefer?

jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
edited November -1 in Working with GS (Mac)
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?

Comments

  • calvin9403calvin9403 Member Posts: 3,186
    I choose Left side / right side hotzones
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    I would say hot zones are a pretty nice touch especially if you can get the double touch smoothed out seems like I have experienced some multitouch in GS games that was not very good. but they may have all been in the code and not a game salad issue.
  • quantumsheepquantumsheep Member Posts: 8,188
    Well, choice for the player is paramount!

    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 :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    What is the gameplay like?

    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!
  • quantumsheepquantumsheep Member Posts: 8,188
    beefy_clyro said:
    What is the gameplay like?

    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!

    Those are all excellent points! :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    QS i own kracken! I'll check that out.

    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.
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    I think accelerometer always looks good on the app description, even if in reality most people prefer alternatives..
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I think that as a game platform, the iOS is unique in that you don't need a physical controller, I would always play to it's unique vibe and not use an on screen D-pad, A & B buttons, etc. Hotspots are a nice option and so is accelerometer.

    Ace
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    An interesting question for sure. I've gone back and forth on this myself and tried hot-zones and accelerometer and combinations therein.
    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.
  • design219design219 Member Posts: 2,273
    I really like the super simple control of Darren's "Shadow Run", (left side/right side) but adding in a double tap for jump seems like an issue to me. If jump is that seldom, you might consider a shake to jump option.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    jumping is seldom, but shaking won't work. jumping really isn't the right term, think of it as a physics game, you need to adjust your angle and then fire.

    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.
  • DetheDethe Member Posts: 172
    thats cool because im making a platformer game where you touch left to go left and right to go right but instead of double tap to jump it is a swiping movement up and then other things like attack and speicial attacks may be other types of swipes and stuff.
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