If you're the kind of person who likes to browse a game's menu and settings before playing (or if you're the kind of person having trouble with camera rotation in games), you probably know that many first person and third person games allow you to invert the x and/or the y axis of the joystick/mouse for camera movement. But why do we have that option, and why should game developers care about that? Let's see...
Showing posts with label Usability. Show all posts
Showing posts with label Usability. Show all posts
Sunday, 31 July 2011
Monday, 25 April 2011
Gamasutra - Features - First-Person Control Design for Dual Analog Stick Controllers
An old article I've found on some forum. Good read.
Gamasutra - Features - First-Person Control Design for Dual Analog Stick Controllers
Gamasutra - Features - First-Person Control Design for Dual Analog Stick Controllers
Wednesday, 30 March 2011
Gamasutra - Features - A Guide To iOS Twin Stick Shooter Usability
Gamasutra - Features - A Guide To iOS Twin Stick Shooter Usability
Very interesting article on how to design the best controls for virtual joystick in touch screen games.
Very interesting article on how to design the best controls for virtual joystick in touch screen games.
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