Sunday, 28 November 2010

Apple App: Week 1

When looking for inspiration for my apple app concept I wanted to focus on utilising the apple platforms accelerometer technology. It is the tilt-detection that I think makes the apple platforms stand out so I wanted to make them the star of the show.

Taking a look at games already on the apple platforms there is one called Canabalt. A side-scrolling platformer where the only control is jump. I liked the idea of a constantly side-scrolling platformer and wanted to impliment more control into it for the player. Originally I had thought about doing something atmospheric, maybe have a horror or survival horror game. However I felt the screen for the platforms was too small for a truly atmospheric game, that and the speakers aren't of a high enough quality for really atmospheric sounds

Linking these two ideas together I thought about designing a game where instead of controlling the character moving across the screen you instead controlled the enviroment via the tilt controls of the apple platform.
The idea being a switch of the classic platformer, instead of navigating a character through a level, you navigate a level around the character.

Problems with this would include the ipad possibly being too big and unwieldy for the tilt controls to be useful.
Also how much control should the player be given over the character? Would just jump be enough?

Another issue with the Apple Platforms. The screensize. With the Ipad it's not as big an issue, but with the Iphone and Ipod Touch the screen is just a bit small.  This is another reason why I wanted an app completely controllable through tilt motions. If the screen is kept clear of a control scheme and interface then the player can see more of the action and feel a bit more immersed. Also with a platformer where timing is essential I believe being able to see whats happening on the screen would be very important.

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