S
Smarty
Guest
Hi,
I'm trying out a game concept currently for touch-screen devices (phone / tablet). The game has a top-down view and the player character moves in a grid of squares. It can move one or more squares horizontally or vertically. The game's puzzles rely heavily on making 4-way movement possible, diagonal moves are only possible in two steps (one horizontal, one vertical). A typical example game would be Sokoban, but the difference is that there will also be some kind of button to trigger an event on the square the character is currently on.
There are several ways to go about designing the touch interface that I can think of, and I'm not sure which will feel the more natural to use. Here's each:
I'm very interested to hear of people who have played mobile games a lot whether they see benefits of any design over another, or if anyone knows of a good design not listed here (it's fine to mention Android games that have solved this elegantly, I would love try them out).
I'm trying out a game concept currently for touch-screen devices (phone / tablet). The game has a top-down view and the player character moves in a grid of squares. It can move one or more squares horizontally or vertically. The game's puzzles rely heavily on making 4-way movement possible, diagonal moves are only possible in two steps (one horizontal, one vertical). A typical example game would be Sokoban, but the difference is that there will also be some kind of button to trigger an event on the square the character is currently on.
There are several ways to go about designing the touch interface that I can think of, and I'm not sure which will feel the more natural to use. Here's each:
- 5 on-screen buttons (4 arrows, 1 trigger). Downsides: apart from this not being a standard in mobile games, on-screen 5 buttons also take up a lot of screen estate.
- Left, right, forward buttons. One button less than above, but more difficult for the player to navigate the character.
- Virtual joystick plus button. My personal issue with virtual joysticks, either in a fixed position or planted where-ever you put your finger, is that because there is no real thumb stick, your thumb feels cramped trying to stay within the confines of the stick movement. You can't feel when you've pushed too far.
- Tap edges (plus button). Tapping (and holding) the edges of the screen to move in a certain direction seems logical, but your hands need to move a lot more across the screen and this also blocks your view, especially on a tablet.
- Tap on the square to walk to (and tap current square to trigger). This seems like an obvious choice, but the character normally moves squares either horizontally or vertically. If I would tap a square diagonally from the character I would have to apply some path-finding to find the most ideal route (not all squares can be walked on), and this may not be the route intended by the player (in Sokoban, this could mess up the puzzle).
- Drag and hold in a direction to walk (and use other half of screen as button). This requires no visual controls, but to be able to switch from e.g. horizontal to vertical movement, the player would have to lift their finger and drag again.
I'm very interested to hear of people who have played mobile games a lot whether they see benefits of any design over another, or if anyone knows of a good design not listed here (it's fine to mention Android games that have solved this elegantly, I would love try them out).
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