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Control layout
Movement is almost always on the left-hand side, shooting on the right, some games allow the options to switch this for lefties. This layout is also consistent with twin stick shooters on Xbox 360 and PS3. Minigore on iPhone introduces the controls very clearly.
Minigore
Movement
Shooting
The 4 components
There are 4 main design decisions to consider when implementing the controls for your iOS twin stick shooter.
1. Static or Dynamic Controls 2. Controls always visible 3. Controls active outside the VJR 4. Play to border
These 4 components are combined to form alternative control implementations. Before we take a look at the main varieties and show examples of games which use each particular combination, lets describe the 4 components. For clarity, our examples will focus on the movement control, but all comments apply to the shooting control also. Each component is really a design decision with two options, so well cover each alternative.
The solid inner circle represents the players point of contact The outer circle is the limit of the VJR
Step 1 - The first touch Lets assume the game has just started and the player is about to touch the screen for the first time. When they make initial contact, the VJR is drawn for the first time.
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Step 2 - Thumb release At some point the player is likely to lift their thumb from the screen, at which point, the Always Visible approach will keep the VJR drawn.
Thumb up
Lifting the thumb from the screen will result in the VJR remaining visible
Scenario B in particular is the cause of many user experience issues with twin stick shooters.
Step 3 scenario A - Touch outside the VJR If the players thumb makes contact outside the VJR, then a new VJR will be drawn with the new point of contact as the centre. In other words, if the distance between the previous and current points of contact is greater than the radius of the VJR, a new VJR will be drawn.
Previous contact Thumb down
Touching outside the VJR WILL result in a new VJR being drawn In practice, this is not common, as it requires a substantial stretch
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Touching inside the VJR with a centre offset will result in unintentional character and camera movement NB The VJR is NOT redrawn (i.e. old VJR retained)
Step 2 - Thumb release This step is the key difference, and benefit to this approach. When the player lifts their thumb, the VJR is hidden from view (not drawn).
Thumb up
Lifting the thumb from the screen will result in the VJR being hidden
Step 3 - The second touch As the VJR was hidden from view on thumb release, this means that wherever the player touches next will always be the centre of the VJR. This leads to predictable (intuitive) player controls.
Previous contact
Thumb down
Thumb down
Touching anywhere on the screen results in the new VJR being drawn at that point.
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Key advantage
Key disadvantage
or
Players can move their thumb outside of the VJR and still have control
Thumb contact typically touches the screen such that the VJR can be drawn so that it completely fits on the screen
But what happens if the players thumb makes contact close to the edge of the screen? In these cases there is not enough space to draw the full VJR, so the designer must make a decision between two approaches, Fit and Centre.
This approach has the disadvantage that if the player makes contact close to the left hand edge (for example) their character will move left, whereas its possible that they were just making contact with the screen and had intended to go in another direction or simply wanted to stand still. Ultimately, this approach can lead to unintentional player movement.
Player touches where the green dot is located, the VJR is drawn at that exact point
Each game will use a combination of the 4 components, but as well see, some combinations lead to a better gameplay experience than others.
The Games
This approach is probably the better design decision as it more closely matches what the player will expect from the controls. In other words, it is more intuitive. Well now compare five of the most popular twin stick shooters on the iOS platform. All comments relate to the iPad versions. 1. 2. 3. 4. 5. Revolt Max Adventure Meow Meow Happy Fight HD Age of Zombies Geometry Wars: Touch
It also has the advantage that the character will never move off in an unintended direction as the VJR is guaranteed to be centred around the point of contact i.e. the centre point is a null input, a do nothing instruction.
Quite a few complaints on the App store relating to the controls of this game. From our viewpoint, the static controls make it difficult to control the character smoothly, also causing frequent camera judder. Changing to dynamic controls would certainly have improved the user experience.
Although the comments on the App store do not criticize the controls, there are two design decisions here that could lead to unintentional player movement. 1. Play to border is not used, so if the player touches near an edge they will move in that direction, even if they wanted to stand still. 2. The game makes the somewhat unusual decision of using dynamic controls but permanently visible. This means that if the player lifts their thumb but makes contact within the VJR (i.e. a small movement), it will likely result in unintentional player movement. Hiding the controls on lift would have solved this issue.
A variety on the permanently visible theme here, the VJR has a small core which is permanently visible, then it expands when touched. The main problem with their implementation is that when you lift your thumb and reapply it, youll almost certainly start moving in a random direction. The reason for this is that the sensitivity of the small core at the centre of the VJR is too high. To solve this issue, a small dead zone (inactive region) region around the permanently visible core would have allowed players to tap the screen without moving unintentionally.
These controls feel great, using dynamic VJRs which are hidden when not touched make for smooth and intuitive gameplay. This combination is almost ideal, but not quite. As the controls dont let the player tap close to the border without moving / shooting in that direction, means its still possible to move unintentionally.
The controls for the iPad version of Geometry Wars are quite simply divine. They apply best practice in each of the 4 components to deliver a smooth and satisfying player experience. Incidentally, the iPhone version uses a variation on a static approach, nowhere near as polished as its big brother on the iPad.
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Advantages of this component combination: - removes unintentional player movement - removes camera shudder - delivers intuitive controls (matches player expectations) - caters for different sized hands / grip position Now were not saying that this is a hard and fast rule, but youd need to have some pretty good reasons to not design your twin stick shooter with this component combination. Graham McAllister