el jefe delito
eljefedelito at gmail.com
Tue Jan 16 22:24:02 CET 2007
Some of the easier ideas could be:
1. Tic-Tac-Toe: grid changes colour for the Red player's turn, or Blue
2. Connect Four: grid also changes colour
5. Gem Drop (already GPL, some info here http://www.tucows.com/preview/9259)
6. that addictive Photo game where you have to spot the 5 differences in x
7. KMines or something like MS's Minesweeper
8. Tron? :)
On 1/16/07, Wil Chung <iamwil at gmail.com> wrote:
> Hi, this is my first time posting, I'm just been lurking so far. Looks
> like everyone, including myself is excited about openmoko.
> Engin's recent post on controls had me thinking: Why do we have buttons
> in games? But I think we had buttons to control games because early game
> makers didn't have direct interactivity with the game elements, and the
> closest thing they had were the buttons as controls. But now that we're a
> step closer to direct manipulation of game objects, we want to put buttons
> on it. I'm not sure this is the right way to go, because it seems like
> we're trying to retrofit things.
> I have to admit, tactile feedback is pretty important in how we interact
> with our devices. However, when it comes to playing games, I see no reason
> to put direction buttons, shoot and jump button as artifacts on the screen.
> Why not use the touchscreen as a way to directly manipulate game elements?
> NintendoDS could be a guide here.
> Just as a suggestion for first-person shooters, couldn't the tracing of
> the finger on the screen correspond to where the player character is
> looking, and a tap to shoot? And the soccer game that you just mentioned,
> couldn't the dribbler of the ball move to where your finger is, and pass or
> shoot to where you tap?
> the main problem with touch screen controls is you cannot give the user
> > "my hands fits on this button" feeling. this feeling makes the players
> > comfortable about controlling the characters, etc. on th screen.
> as i said before, also virrtual keypads can be used, or just touching can
> > be a great idea for games... we had some experiences with touchscreen
> > gaming, and the users mainly don't like to playimg doom-like games with a
> > touchscreen, they feel more comfortable with arcade style games... gamers
> > mostly used to a controlling device like joypads, mouse, or keyboards
> > nowadays. and as we experienced, gamers like the analog joysticks of
> > gamepads most. because it gives the feeling of really controlling the
> > character on the screen. but with ipod usage, people used to control simple
> > and touch input device... and now they like mainly no button idea. so that
> > this is an advantage for touch screen games. and also people nowadays like
> > playing arcade games on every playform (even the next-gen gaming consoles).
> > maybe another problem is the response time of the touch screens. this
> > could effect the gameplay experience.
> > the main problem can be the usage of the screen. this is what Nokia
> > N-Gage bumps onto wall. they didn't used a psp like widescreenish screen for
> > gaming. and this became a huge limitation for game developers. If there is a
> > vertical usage oportunity in games, then the games can be more attractive
> > for people. i want to tell you about one of my experiences. we've developed
> > two soccer games for mobile phones (a j2me game, not a s60 game). in the
> > first edition we used the screen as n-gage used, people liked the game but
> > in the second edition we usd the screen in vertical position. then the
> > number pad became like a joypad for right hand. and the area of usage became
> > incredibly beatiful. it triple the first edition downloads and people
> > returned incredibly beatiful comments to us. because there was no (maybe 1-2
> > more) games that uses the screen of mobile phones vertical.
> OpenMoko community mailing list
> community at lists.openmoko.org
be seeing you.
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the community