After messing around with it for about half hour here are my conclusions about what needs to be fixed ASAP and what is good to go:
- The arrows are two small and uncomfortable. They must go! Instead I'm going to treat each touch (except for a touch on the game object) as a direction. Meaning - each touch on the screen to the right of the player will be a command to move right.
- The up/jump arrow is too far away and is uncomfortable. To the trash bin, as well! The replacement will be a vertical swipe gesture from the bottom up.
- The sliding panels are cool.
- The world size is too small, even for a tutorial stage. An average player will complete it in less than a minute.
So far I've implemented the restart and the exit methods and that's what it looks like:
The general action panel is a top priority |
Similar to the weapon selection, this panel will pause the game until it is hidden or an action button is touched. This panel, however, has a higher priority so if it is open at the same time as the weapon selection panel, the player will not be able to switch weapons until he hides the "general" action panel.
For the next time, I hope to fix all the mentioned above features and set a parameter that will activate the general actions panel by touching the "back" button.
I can't say how long it's going to be since the time I have to work on the game is minimal, but mark my words, a day will come and this game will find its way to some game store.
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