The iPhone is the first device since Nintendo's WiiMote that is actually changing the way players play our games. This session will discuss what it truly means to have an accelerometer driven, multi-touch capable, location aware device for players to play with.
Gone are the days of multi-submenu driven selection and they have been replaced with gesture-based context aware touches that emphasize a natural way to interact with games.
While the focus of this session will be player input as it relates to games, the underlying concepts and approaches should be applicable to all manner of iPhone applications.
User Input in a multi-touch, accelerometer, location aware world.
1. User
Input
in
a
multi-‐touch,
accelerometer
driven,
location
aware
world
Brian
Robbins
President/Founder
–
Riptide
Games
brian@riptidegames.com
Twitter:
@dubane
Latest
Slides:
www.dubane.com/cons/
360iDev
Denver
-‐
Sept.
29,
2009
12. Problem
with
Hands
• Can’t
touch
the
top
of
the
screen
• Anything
below
and
away
is
covered
13. Fixes
for
Hands
• UI
– Move
drop
downs
to
popups
– Buttons
on
the
bottom
• Gameplay
/
Content
– Be
aware
of
screen
blocking
– Timing
matters
-‐
it
may
not
be
a
problem
38. • Hands
are
big
• Fingers
are
big
• Fingers
are
inaccurate
• Big
accelerometer
movement
not
so
good
• Small
accelerometer
movement
is
tough
• Calibration
matters
• Touch
input
is
very
natural
• Accelerometers
don’t
completely
suck
• Location
is
largely
untapped