What particular rules do I want to follow?
Use a different touch screen input
First of all I want to learn code for a different touch screen gesture. Square Drop was all about tapping the screen, however there are other ways in which we can interact with touch screens.Having went on the Wireframes and Microsoft websites (links at the bottom), I found that touch screens provide the following input possibilities:
- Tapping - quickly touching the screen once
- Double tapping - quickly touching the screen twice
- Pressing and holding - touching the screen in one spot for a longer duration of time
- Dragging - moving the finger across the screen
- Swiping - flipping the finger across the screen
- Pinching - putting two fingers together, and spreading them out
- Rotating - putting two fingers close to each other, and rotating them
I could also make use of the motion sensor, where tilting the entire device has an effect on gameplay (Temple Run and Fall have used it for instance).
Use a different twitch element
What I also want from my second prototype is a different twitch mechanic to the one I used in Square Drop. In challenges for Game Designers, we can find out that five different types of twitch mechanics are:
What I also want from my second prototype is a different twitch mechanic to the one I used in Square Drop. In challenges for Game Designers, we can find out that five different types of twitch mechanics are:
- Pure speed - performing a routine task in a minimum amount of time / performing a repetitive task as many times as possible within a set time limit
- Timing - pressing the right button at the right time
- Precision - performing accurate actions
- Avoidance - staying away from harmful enemies or projectiles
- Time pressure - adding a time limit / doing something before the opponent
Square Drop focused purely on timing, so I'll avoid it and make use of one of the other four twitch elements.
On top of that, I obviously want to make sure that my second prototype easy to learn and difficult to master. What these mean, can be found under the following two blog posts:
What makes a game easy to learn
What makes a game hard to master
On top of that, I obviously want to make sure that my second prototype easy to learn and difficult to master. What these mean, can be found under the following two blog posts:
What makes a game easy to learn
What makes a game hard to master
Conclusion:
For my second twitch based prototype, I will not use tapping, as a form of input, instead probably going for swiping, as it's popular amongst games plus would teach me some valuable code; and I will not use timing as a form of gameplay, instead going for either pure speed, precision, avoidance or time pressure (maybe merging some of them together).
For my second twitch based prototype, I will not use tapping, as a form of input, instead probably going for swiping, as it's popular amongst games plus would teach me some valuable code; and I will not use timing as a form of gameplay, instead going for either pure speed, precision, avoidance or time pressure (maybe merging some of them together).
References:
Touch: swipe, tap and beyond [ONLINE] Available at: http://windows.microsoft.com/en-GB/windows-8/touch-swipe-tap-beyond [Accessed 27th January 2015]
Touchscreen Gesture Icons [ONLINE] Available at: http://wireframes.linowski.ca/2009/04/touchscreen-gesture-icons/ [Accessed 27th January 2015]
Touchscreen gestures list and names [ONLINE] Available at: http://stackoverflow.com/questions/10675359/touchscreen-gestures-list-and-names [Accessed 27th January 2015]
Touchscreen Gesture Icons [ONLINE] Available at: http://wireframes.linowski.ca/2009/04/touchscreen-gesture-icons/ [Accessed 27th January 2015]
Touchscreen gestures list and names [ONLINE] Available at: http://stackoverflow.com/questions/10675359/touchscreen-gestures-list-and-names [Accessed 27th January 2015]
Brenda Brathwaite and Ian Shreiber, Challenges For Game Designers, Delmar Publishing, 2008
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