Which control scheme to use is the question that’s been keeping me up at night. My game at it’s core is a street crossing game (like Frogger) that consists of a small square which you must navigate from the bottom of the screen to the top, while avoiding rectangular “enemies” which zip across the screen (traffic).
The first control scheme I went with was making the player a draggable object. The advantages to this method are: precise control, anybody can use it, easy to understand.
The disadvantages are: the person playing can cheat by quickly dragging the player, in one swipe, to the top of the screen. Also, if dragged fast enough, the player passes right through enemies and barriers, regardless of physics or isBullet statements.
These problems prompted me to go with a virtual d-pad solution, which is what I am currently using for the game. To get it closer to the draggable object controls, I made the d-pad draggable. The advantages to this method are: the player cannot cheat, and barriers stop the player as they should.
The disadvantages are: the controls are one step less intuitive, and take some getting used to. Gamers take to this control quickly, but more casual people prefer the ease of the draggable object controls.
My hope, in posting this, is that perhaps a hybrid of the two can be come up with, which will allow the strengths of both methods to be maintained while eliminating the weaknesses.
Thanks for reading this. Any thoughts, please post them.
Much thanks,
Steven
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