In half, allowing the player to toggle which arm they want active, or both. Our first iteration was to take a button and cut it Place the arm interactions on the right side. With player movement taking up the left section of the screen, we decided to We started with coming up with a good way for the player to decide which arm they wanted Time on iterating and polishing the mechanic to make it feel as good as it can be! Because it's the core mechanic of the game, we spend quite some This grabbing mechanic proved to be quite the challenge to translate to touch and make itįeel natural and intuitive. How does the player aim the arms in a natural way on a touch screen?.How does the player accurately control either arm, and sometimes both?.The issue we faced with the grabbing mechanic was two-pronged: Looking down has the player grabbing the floor. Height is controlled by the camera angle, so looking up raises the arms in the sky, and On consoles, this behaviour is linked to the controller triggers, pressing a trigger raises the corresponding arm. The grabbing mechanic proved to be quite the challenge to translate to touch and make it feel natural and intuitive Player to control with which arm they want to grab hold of things. This grabbing behaviour is split into two parts: the left arm and the right arm, allowing the In Human: Fall Flat the player controls a third person avatar that can run, jump and grab stuff. Then we will show which steps we took to optimize suchĪ physics-heavy game on mobile phones. How we came up with a new control system. Run, jump, lift, climb and fall your way through levels.įirst, we will go over the challenges we faced with implementing touch controls for this PC title, discussing Human: Fall Flat is a physics-based puzzle platformer published by 505 Games where you This post we will show how we tackled the challenges we faced. Main job on this project was to ensure that everything from menus to gameplay felt as goodĪnd mobile-friendly as possible, while keeping support for bluetooth controllers. We are Codeglue, a company that worked on the mobile port of Human: Fall Flat.
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