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  1. #1
    MSgt. Shooter Person
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    Post FPS Control Scheme for Mobile

    So, how do you guys prefer to control your FPS's in mobile? We're testing a few schemes, but it always feel uncomfortable and cluttered. Moving around and aiming already occupies both fingers all the time, it's hard to find a good spot for shooting, switching weapons and other features.

  2. #2
    MSgt. Shooter Person
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    Quote Originally Posted by MasonThird View Post
    So, how do you guys prefer to control your FPS's in mobile? We're testing a few schemes, but it always feel uncomfortable and cluttered. Moving around and aiming already occupies both fingers all the time, it's hard to find a good spot for shooting, switching weapons and other features.
    Even if someone had a good FPS control system on the iPhone, why would he share it with anyone? This is the thing, with eyecandy (but UE3 is here) that either makes or breaks games.

  3. #3
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    Erm... discussing decent control schemes among players in order to reach a common gameplay standard should be a state secret? That's ridiculous.

  4. #4
    MSgt. Shooter Person
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    Quote Originally Posted by MasonThird View Post
    Erm... discussing decent control schemes among players in order to reach a common gameplay standard should be a state secret? That's ridiculous.
    Actually, this is a development forum where everyone is willing to assist everyone with various technical issues, but you cannot expect from anyone to really hand out tips regarding gameplay. AppStore is competitive enough as it is without developers sharing their implementations with others.

    Here, we help you get stuff working and going, but I don't think anyone will reveal any good control schemes because that... actually is... A state secret. It's like asking a trader where he gets his wares.

    And to my knowledge and experience playing FPS games on iOS, there is no good control scheme, they all suck. The closest that got to not sucking was NOVA. On the iPad's 9.7" screen, but that's got an another problem, weight. Really uncomfortable. You've got 3.5 inches of realestate and everything is precious, but most developers shub joysticks without any creative thinking.

    When you start developing for a platform, you think to yourself, what does the end user want, how can I make it comfortable for the player, how can I give the most while taking the least? And then you decide how to adapt your project. Call of Duty on the iOS is only popular due to it's name and eyecandy (well, before UE3 got here :P).

    Those who asked these questions and then had the creativity to push out their ideas in the right way were the people behind Doodle Jump, Angry Birds, Cut the Rope... Even Infinity Blade. You need to accept the limits of a platform and fly right beneath them, going overboard just gets you shot down.

    FPS on small devices just doesn't cut it. If it succeeded, it was just for the show, novelty or eyecandy. The before mentioned NOVA, I've deleted it after the second level.

    But, hey, that's me. Hope this helps.
    Last edited by Curious; 01-02-2011 at 02:06 PM.

  5. #5

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    You should take a look at Gameloft's FPS control schemes. I think they are fairly easy to control.

  6. #6
    MSgt. Shooter Person
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    I just think that you're being ridiculous. You're being one of those persons that are the main reason why the sense of a community fails. In contrast of that, i'll be sharing some concepts and i hope to discuss them with other fellow developers:

    1) Use the left hand to control the movement stick. The aim stick would be transparent, on the center of the screen, with a bigger range. Tapping would activate shooting. On the upper left corner of the screen, there's the health indicator and ammo indicator. Tapping on the ammo switches the weapon.

    2) Two sticks, the default on UDK demo. Tapping on the right stick shoots. Tapping on the left jumps. There are icons on the upper left corner and upper right corner, for switching weapons, reloading and using an item.

  7. #7
    MSgt. Shooter Person
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    I apologise if I've made it sound a little bit harsh, but I can give some recommendations for the HUD. Hide everything that's natural (sticks, etc.) and teach the player beforehand. Frees up a lot of real estate. But this still doesn't help the clumsy feeling while playing. No scheme I've ever tried has worked for me.

  8. #8

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    I'm new to programming and its been a while since I have used UDK so i haven't been able to test this out but this is one of my ideas. Instead of using accelerometer to look around maybe you could use the accelerometer for forward back and strafe, (i think backbreaker does this) and right or left thumb to look around. That might free up you fingers for more actions like jumping and switching weapons. I hope this helps like I said I haven't been able to test this so I don't know how well this will work. And if someone can figure out how to do this please let me know.

  9. #9
    MSgt. Shooter Person
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    alot of people will try to hide their "revolutionary" systems. my experience is your not going to get rich off the appstore unless you have an impressive profile or hit a viral game title.

    my advice is to go on the appstore and look though the free apps under fps and try them out. see what a good system might be, but try to be innovative.

    for example a reload might be a quick turn of your iphone 90 degrees to the left, or you might turn the iphone for lean controls.

    the dual look system seems to be the best with the right hand side having two circles one for aim and other shoot, or one bigger circle where you fire if your close to the edge of the circle and move if not.
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  10. #10
    MSgt. Shooter Person
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    Quote Originally Posted by ScorpEM View Post
    I'm new to programming and its been a while since I have used UDK so i haven't been able to test this out but this is one of my ideas. Instead of using accelerometer to look around maybe you could use the accelerometer for forward back and strafe, (i think backbreaker does this) and right or left thumb to look around. That might free up you fingers for more actions like jumping and switching weapons. I hope this helps like I said I haven't been able to test this so I don't know how well this will work. And if someone can figure out how to do this please let me know.
    It's a valid concept, but after some time of gameplay, this might get annoying for the player. Don't you think? However, fit's perfectly for a game that requires little time from the player.


 

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