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#1 (permalink) |
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Zewbie
Join Date: Jun 2008
Posts: 5
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Now that we're starting to wrap our heads around how to program for the Zune, a good next step is how to think and how to design for the Zune. What unique set of challenges and abilities does the Zune propose, and what game types and controls schemes work best for it?
I want to approach the Zune touchpad not just as a glorified D-Pad or joystick, because it really feels like crap when we try to make it work for that. It can do much, much more (and at the same time, less). My thoughts so far based on experimenting with the touchpad and XNA studio: We've got the wrong metaphor For very subtle reasons, I feel like the touchpad should not be viewed with the analog stick metaphor. It is often used as such because it is called a thumbstick in the code, but when used as a joystick, it just.. doesn't feel very good. Most of the games that tends to use the touchpad with the thumbstick metaphor to control the movement of an object feel sloppy, as if they don't give good feedback. This is a very good lesson. And this is the key issue; an analog stick works for controlling movement because you have the physical sensation of pushing. You are pressing the stick, and you get the spring of the stick pushing against you. An analog stick that rolled around and didn't have a spring to provide resistance and push it back to the center would feel terrible for controlling movement, and in a way, that's what we're dealing with with the touchpad. So, what's the right metaphor? Well... Location, location, location The touchpad is much better when it's used to represent the location of an object in play. Instead of changing the velocity, we should change the position of the object. Try it out -- it's pretty darned sensitive and responsive. It's probably even accurate enough to work for a simple "avoid crap" game. Why does this metaphor work better? Put simply, in real life, we are manipulating the position of our finger. We aren't applying pressure or force, so manipulating those in-game based on our position feels off. Matching position to position, however, feels just about right. Tap dancing An input that needs to be considered more is the action of tapping the pad; that is to say, pressing the pad without clicking it, so activating the touchpad. Don't mix this tapping action with the aforemention metaphor of analog position, however! When tapping the pad, we as humans simply aren't accurate enough to tap on the touchpad what we think is a general region on the above 240x320 screen. So tapping shouldn't be viewed as clicking the mouse (if the movement of the mouse is the position of the touchpad). Instead, we're approximately good enough at controlling where we tap to use it as a 5-way D-Pad (center is the 5th button). This could be useful in a DDR style game, where clicking the actual large button could be cumbersome, but tapping itself could be quick. Arcades are dead Finally, moving on from the touchpad, we come to the issue of the game format. Why is it that whenever a new little platform for game creation comes out, the only game type we see is the classic arcade style? I'm tired to death of Galaga, Space Invaders, Breakout, or even one of my favorite games of all time, Tetris. EDIT: Stupid point, although my next point is still valid. And these work especially poorly in this medium. Why? Put simply, we're playing our Zunes for short periods of time for minor distractions. We never have time to go for a high score -- abolish the very notion! Save Game? Y/N The answer to this is to focus on persistence. Playing Galaga for 5 minutes, and then turning your Zune off and having no save data is pointless. The activity isn't fun, and the whole process is a quick mindwank. You care very little about how well you do since you're not going to play long enough to get a high score. So why bother? The more we have save games, and the faster those systems are, so that you spend minimal time getting back into our previous game, the more likely we are to return to that game time and time again. We have title storage and user storage and all sorts of wonderful XNA tools for this. So, that's what I've got so far. Anyone else have any thoughts? Disagreements? I'd particularly like to hear about what you think a smart way to use the access we have to users' media to better enhance games. Last edited by Perrako : 06-12-2008 at 08:28 AM. Reason: Tried to move the tone less away from complaining and more towards forwarding the design of Zune Games. |
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#2 (permalink) | |
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Zuner
Join Date: May 2008
Posts: 78
Reputation: 14
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you cant shun one side of the spectrum for another. you view everything and if you feel the need to complain than you can write the code for the touchpad yourself or whatever else it is that you need yourself. XNA 3.0 is only in CTP which means people are testing the limits of what we can do with it. You start off simple than begin towards intermediate and pro. Our programmers spend their precious time creating games for FREE, thats right seeking no retribution for their hours of time(which they will never get back) given up for OUR happiness and you have the audacity to complain. At least we have games at all on the zune, and if it weren't for these guys we would have nothing. So how about you pick up a book spend countless hours studying the book, begin the coding process, find an artist for your sprites, find time between school and work to develop your project. you learn it and do it yourself, if your not happy w/ what you have. your criticizing other people work but where's your own.
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#3 (permalink) |
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Super Tough Killer Robot
GFX Crew
Zune Freak |
I agree with most of your points, I think the touchpad could be used better for something like a maze, or if you've checked it out something like "The World's Hardest Game". But everyone loves arcade classics!
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#4 (permalink) |
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Zewbie
Join Date: Jun 2008
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You're probably right, Ace, the tone of what I wrote came off as too critical; I rather meant it as a discussion of the techniques and considerations that should go into designing games, as many games are greatly improved with slight forethought to design and control systems.
For what it's worth (and probably not much), I do code and I am considering starting up a project for the Zune. I do my best not to be a peanut gallery jerk ![]() |
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#5 (permalink) | ||||||
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Jr. Member
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#6 (permalink) |
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Jr. Member
Join Date: May 2008
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To continue my response, I don't see Zune games on a level of DS or even Game Boy. Those are gaming devices. I can sit around and play my DS for hours mainly because the screens are larger and the device has more inputs so the games are more engaging. The Zune is similar to cell phone games where the only purpose, in my mind, is to have something to do for a few minutes when you are out and about and aren't busy for a moment. I don't believe I could ever sit around playing a Zune game for hours and hours. The tiny screen and lack of differing input just isn't appealing. Not to mention... I have a DS. :p So if I want an engaging, mobile game experience, I'll grab my DS and play something on there. Or at home I have my PC and Xbox 360.
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#7 (permalink) | |||||
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Zewbie
Join Date: Jun 2008
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#8 (permalink) |
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Experienced Zuner
Join Date: Apr 2008
Posts: 175
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All of your 'points' can be answered with one simple explination. The XNA Studio that is used to make games for the zune is currently just a CTP, that's bascially like a Pre-Beta. Add to that, it's been maybe 3-4 weeks since it was released. When I look at all the games that have been made using a studio that's in a Pre-Beta stage, and in such a short time, the last thing i'm going to do is complain. Seriously, if your unhappy with the quality of the game or you think you know how things could be done better, you can always learn C# and make your own games for the Zune.
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#9 (permalink) |
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Zewbie
Join Date: Jun 2008
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Alright, since the tone and intent of my original post seems to be misunderstood for now, I'll edit that original post a bit.
This topic was not meant at ALL to be focused on complaining. It was instead meant to further discussion on how we as developers can properly use the unique control system available along with the portable format of the Zune to our advantage. I apologize sincerely if it came off as ungrateful or hypercritical; that was the least of my intentions. |
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#10 (permalink) |
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Purger of Ignorance
Jr. Staff
zB Programmer Zune Freak Join Date: Jun 2008
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Well... To address the "Save Game" part: We can save data, so I don't see that as a big issue. The hardest part would be finding the right format to save it in, but that's the programmer's job, not the person that plays the game.
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"Against logic there is no armor like ignorance." - Laurence J. Peter Solitaire for your Zune! To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. Zune Book Reader! To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts.
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#11 (permalink) |
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Jr. Member
Join Date: Apr 2008
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He's not talking about programming limitations, he wants to discuss with other game developers how we should approach zune game development. Perrako, you make a lot of great points. I would however goto another forum for better discussion.
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#12 (permalink) |
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Jr. Member
Join Date: May 2008
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If you want good developer discussion, you have a much better chance either at http://forums.xna.com or http://www.GameDev.net.
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Nick Gravelyn Microsoft MVP - DirectX/XNA To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts.
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