Gaming oportunities
Jeff Andros
jeff at bigredtj.com
Mon Jan 22 05:40:25 CET 2007
tron? like this?(http://codeninja.de/tron/) I'm down. we've got agps, and
the data link should be fast enough to relay position data. it's a whole
lot more manageable on the bike... could make a case for that environment
hardened device.
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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>
>
--
Jeff
O|||||||O
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