I'm a freelance video game designer with over 14 years experience. Lead Designer on Rogue Trooper and Aliens Vs Predator 2010, since then I've worked at Bizarre Creations and Sumo Digital on James Bond: Bloodstone, Nike+ Kinect Training, Xbox Fitness for Xbox One and a PS4 launch title too.
Posts by Alex Moore
  1. What's so great about Oculus Rift? ( Counting comments... )
  2. An update to Single Joystick ( Counting comments... )
  3. A new type of touch screen joystick ( Counting comments... )
  4. What Happens Next? (2013) ( Counting comments... )
  5. Unlocking our potential ( Counting comments... )
  6. The perception of interactivity ( Counting comments... )
  7. Learning from the past ( Counting comments... )
  8. How to use focus testing ( Counting comments... )
  9. Controlling the Player ( Counting comments... )
  10. Why do we restrict content? ( Counting comments... )
  11. Post number 6 ( Counting comments... )
  12. UI is the game, the game is UI ( Counting comments... )
  13. Do games need brand? ( Counting comments... )
  14. Learning by Analysis ( Counting comments... )
  15. What happens next? ( Counting comments... )
  16. What games designers do ( Counting comments... )
Game Design / Technology/ Code /

Two weeks ago I posted an article showing progress on a new type of touch screen joystick, that allows you to move and rotate using a single touch. The response to that was really positive, and so I've continued working on it in the background. This is a short post updating on progress.

Most of the update is covered in this video, which I've recorded on a camera so that I could narrate:

[youtube http://www.youtube.com/watch?v=gu8wM7jsSOc&w=560&h=315]

To cover the main points done on the road to improving the system:

  • To alleviate the issue of not being able to see where your thumb is on the stick, I've added a mirror joystick in the centre of the screen that appears when you're touching the main one.
  • I've added a nice orange dot to show you the direction you're walking in. This was first done by Eric Raue on his own implementation of the original article (Eric also added a web player build of his version here).
  • Rotation arrows now appear when you touch the rotate gizmo. This seems to have been the turning point for ease of use: without these arrows people struggled to understand why they were rotating, with them they get it much easier.
  • The faster you rotate the slower you walk. This makes it possible to perform much tighter turns, which seems important as a lot of people don't turn until they're at the point they want to (unlike myself, who tends to use it more akin to driving a car).

This version has been focus tested quite a bit now, and is showing a lot of promise. Most people get it within a minute, a few take a bit longer. Eased into the mechanic though I think this is very good, especially when compared to the learning curve of dual sticks.

I'm going to keep working on this when I can, but it might be a little while before there's another update. Which may well be about starting a kickstarter :)