Gaming oportunities

Marcel de Jong mdejong at gmail.com
Tue Jan 16 22:33:13 CET 2007


If the Neo has a multi touch touchscreen, we really should think
outside of the box.

Look at this demonstration by mr. Jeff Han to see an example of what
might be possible :)
http://video.google.com/videoplay?docid=-5195605778138598326

And look at what Nintendo did with their DS. (though of course we do
not have the amount of money that Nintendo has to spend on game
development)

-
Marcel

On 1/16/07, el jefe delito <eljefedelito at gmail.com> wrote:
> Some of the easier ideas could be:
> 1. Tic-Tac-Toe: grid changes colour for the Red player's turn, or Blue
> player's turn
> 2. Connect Four: grid also changes colour
> 3. Checkers
> 4. Chess
> 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
> seconds
> 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
> > https://lists.openmoko.org/mailman/listinfo/community
> >
> >
> >
>
>
>
> --
> be seeing you.
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>
>




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