Designing for Touch Screens

I haven’t put a huge amount of thought into this recently, but it’s always a good thing to keep in mind. Some points don’t apply to the framework I already have going, but there are also things that contribute to all mobile gaming.

> The ‘input device’ is someone’s finger, and will get literally between the player and the game. It needs to be accounted for (both in how bug you need to make the impact area and in how much of your screen it will take up). People with long nails will have to use the pad of their finger rather than the tip, so consider this amount of space.

> Combo moves are generally a no-go – try get your player playing with only one hand, as touch devices generally aren’t made for that sort of play (plus, then you’ve got way lass screen to work with).

> Consider all the aspects your device has to offer – they often have gyroscope, microphone, camera, etc. Make sure you’re aware of all the tools you’re working with.

>Don’t try to emulate console interaction. It’s gonna be clunky. Work with natural movements that humans make with their hands, as this’ll make the game more intuitive.

I can’t remember the other points, but the comments section also had this gem (multiple times) which I think may actually be more important than the others:

Screen shot 2014-06-01 at 3.29.17 PM

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s