Gaming oportunities
Kent Karlsson
kentk at mac.com
Mon Jan 22 05:59:28 CET 2007
Hey,
What do you guys think about creating a nice lib which makes it easy
for games to support different multiplayer modes?
Live connection over Bluetooth and/or GPRS (Perhaps mixed). Play by
mail over email or sms. It would be awesome if we could switch
between the modes as well for games where it makes sense.
I realize that it won't be hard for any game to add the support, but
keeping friends list and creating everything on a per-game basis is
just plain unnecessary.
-- kent
On 21 jan 2007, at 20.40, Jeff Andros wrote:
> 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.
>
>
>
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>
> --
> be seeing you.
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>
> --
> Jeff
> O|||||||O
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