The document discusses key differences in designing games for the iPad versus other mobile devices like phones. It notes that iPad games should take advantage of the larger screen size by allowing the entire play surface to be seen at once and using gestures that could not work on smaller screens. Developers are encouraged to think about how users will interact with the iPad differently than a phone when sitting on the couch rather than on the go. A few examples of innovative touch interfaces are provided, with the overall message being to make games that enhance the iPad experience rather than just adapting phone games.
30. More examples Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions Different types of gestures, interfaces and actions
about me -- 36peas -- ios, windows/360 about the talk -- ipad as a destination for and inspiration of game design mixed audience -- so something of a mixed set of stuff, nothing particularly technical our history into iPad game design time for questions at the end
there a difference there’s a lot of the latter I’m not specifically pro either -- though the former is more interesting
? what is a game mechanic -- rule set to produce game play and the interface/controller on other platforms these are often different things
seriously -- you know what it looks like it’s also conveniently void of suggestion blank canvas all i/o is on the device -- unlike console or pc keyb/mouse
unlike
one of these or a dualshock, or a keyb/mouse whatever pretty specific
minority report it’s actually much close to this technically -- but we think of it as more like the controller
notice that the controller and the multi-touch screen are both affected by what came before all FPSes use similar button mappings -- note indie games tend not to as much cover: multi-touch; accelerometer (not used much -- ttl good); gps / ar; networked; cameras in ipad2
on launch criticm was about big phone new market -- 30m (despite MS’s best effort)
THIS IS IMPORTANT osmos
also make the point that with more fingers it’s still possible to see
it’s unfortunate that on so many levels it looks and works like one made by apple -- a shame
iPhone is at the top of the market, but it’s still a phone talking to an ad provider -- iPad ads in more demand iphone ownership is passed on iOS not well suited for multi-user usage
other than make bigger versions of ipad games
I’m not going to tell you that
I’m not going to tell you that mention the 30m thing
hybrid of action strategy and puzzle game -- WORKS IN REALTIME generative systems -- and the “change the world” theme from last year’s gamejam
view of the game is static REALTIME allows you to feel in control of a lot of stuff
15x15 8x8
which is critical b/c of play -- and differing AIs
allow for management of different areas of action -- v difficult on iphone because even if you can fit in the screen, your fingers are going to be in the way CAN’T PORT TO IPHONE -- but are elsewhere
more complicated user interfaces
multi-touch selection the game control is about hybrid of dragon age and dawn of war
indepent areas of the screen got different types of interaction allows for more complicated, and more numerous, interfaces
wow interface -- buying bigger monitors independent areas of the screen for different types of interaction
wow interface -- buying bigger monitors
wow interface -- buying bigger monitors
thumbs on top of eachother and difficult to build but we are trying to port to phone -- mention later in why not people doing original stuff
good adaptation -- it’s not a port -- but it creates the same gameplay feel and uses the same core mechanics
very specific game type -- fluid mechanics and dynamic control looks similar
but not the same kind of game at all control mechanic is okay and the assets seem overblown -- expectation of the world is high b/c of assets and b/c of original game
no re-design on control interface
we thought there’d be lots by now is it a commercial issue is it really a design issue?
we thought there’d be lots by now is it a commercial issue is it really a design issue?
play games in scaled-up mode
not the end e.g. -- we’re porting hyperion to pc keyb/mouse & 360
think about the interface itself and design for it do not design based on what you know elsewhere ref feedback so far on hyperion genre stuff so far GREAT SOURCE OF INSPIRATION FOR MAKING GAMES
follow me for game design, technical and other crap bunch of game dev stuff up on our blog at 36peas -- everything from design to tech to commercial / marketing etc hyperion comes is pending approval -- will likely be up next week
you already know the os; you already know the hardware it’s just different -- get on with the design part simplify what you’re doing -- hyperion prototyped and working in the gamejam -- 2 months to finish
other talks -- cocos, mine on wednesday game jam -- on tuesday night chris wilson’s links good -- ray wenderlich’s stuff great -- especially if you’re already an iOS dev
other talks -- cocos, mine on wednesday game jam -- on tuesday night chris wilson’s links good -- ray wenderlich’s stuff great -- especially if you’re already an iOS dev
about me -- 36peas -- ios, windows/360 about the talk -- ipad as a destination for and inspiration of game design mixed audience -- so something of a mixed set of stuff, nothing particularly technical our history into iPad game design time for questions at the end