Monday, 10 October 2011

Mock Screenshot - screen management


Basic Controls for Zork game on DS during "investigation gameplay"

When designing for the DS there are several important aspects that need to be considered:

- Screen Management: The screen on the Nintendo DS is not the largest and as such means that space is crucial. I tried to keep the icons down to a minimum (only camera control and Inventory) although I am contemplating the inclusion of another icon in the bottom centre of the screen which highlights all available objects for pressing called "Look". This will mean that players will be able to see the objects they may interact with much easier.

-Using the features of the Console (Touch Screen, Microphone): The touch screen is an integral part of the investigation stage as the player uses this to select objects, operate mini games, in some cases move objects and when browsing inventory the touch screen once again plays an integral part. For dialogue choices the player would select one of three options on the bottom screen, whilst viewing the outcome on the top screen. Otherwise the touch screen is used to progress text and choose a location to visit when that option arises during play. The microphone as of yet does not feature in my concept (which in turn keeps the option for a PC port open).

Left hand/ Right hand issues: With one hand pre-occupied with the stylus, the other hand the player must use to hold the console and press the buttons. Because of this I mirrored the controls on both the direction pad and A, B, X, Y buttons so that no matter which hand the player is more comfortable with, they will still be able to play the game comfortably.


For the presentation I still need to illustrate the controls during dialogue/ trust sequences as well as the inventory screen. 

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