Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
A Guide To iOS Twin Stick Shooter Usability
View All     RSS
May 23, 2019
arrowPress Releases
May 23, 2019
Games Press
View All     RSS








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

A Guide To iOS Twin Stick Shooter Usability


March 30, 2011 Article Start Previous Page 4 of 4
 

Example 3: Meow Meow Happy Fight HD

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, you'll 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.

Example 4: Age of Zombies

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 don't let the player tap close to the border without moving/shooting in that direction, means it's still possible to move unintentionally.

Example 5: Geometry Wars: Touch

The controls for the iPad version of Geometry Wars are quite simply divine. They apply best practice in each of the four 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.

Recommendations and Design Guidelines

As a result of analyzing a number of the current twin stick shooters, it emerges that the best combination of the 4 design components in terms of both usability and user experience is:

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, we're not saying that this is a hard and fast rule, but you'd need to have some pretty good reasons to not design your twin stick shooter with this component combination.

Acknowledgements

I'd like to thank Seb Long and Pejman Mirza-Babaei for their invaluable feedback during the writing of this article.


Article Start Previous Page 4 of 4

Related Jobs

FoxNext Games
FoxNext Games — San Jose , California, United States
[05.22.19]

Senior Narrative Designer
FoxNext Games
FoxNext Games — San Jose, California, United States
[05.22.19]

Associate Level Designer
FoxNext Games
FoxNext Games — San Jose, California, United States
[05.22.19]

Senior World Builder
FoxNext Games
FoxNext Games — San Jose, California, United States
[05.22.19]

Senior Content Designer





Loading Comments

loader image