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View Full Version : HUDs vs Sensors




MBX
Jul 17, 2008, 10:18 AM
Hi,

what's preventing the game developers to put on translucent control-pad HUD's instead using the sensor/ tilt function? The sensor navigation gets boring and pretty much the same pretty fast. Almost every game with sensor navigation feels the same. And i also want to look straight at the screen when playing.

(Imagine kind of the old NES controller pad but more contemporary and translucent)



joshysquashy
Jul 17, 2008, 10:22 AM
Hi,

what's preventing the game developers to put on translucent control-pad HUD's instead using the sensor/ tilt function? The sensor navigation gets boring and pretty much the same pretty fast. Almost every game with sensor navigation feels the same. And i also want to look straight at the screen when playing.

(Imagine kind of the old NES controller pad but more contemporary and translucent)

Nothing, but they don't tend to work as well. Try bomberman, that uses HUD's and no accelerometer.

The accelerometer has "cool factor" and is more tactile. Unfortunately, with no tactile feedback, the iPhone screen isn't a great controller for games. Also, you end up blocking your view!!!