Perfect Tilting + Calibrate?

Discussion in 'Public Game Developers Forum' started by Aztlan.Games, Apr 4, 2012.

  1. Aztlan.Games

    Aztlan.Games Well-Known Member

    Hi everybody,

    I am currently polishing my next game and preparing for its release. There seem to be some problems with the tilt controls and I would like to ask you for advice.

    The situation is like that:
    1. everytime you start a level, the app calibrates. Calibrating means taking and storing the current orientation as determined by the gyroscope as a point of reference.
    2. during play motion relative to that point of reference is monitored. Deviation from the reference point in one dimension of orientation is used to steer the protagonist. Simple as that.
    3. The player can calibrate the device in the ingame-pause-menu if necessary.

    People seem to struggle with that set-up a little. It looks like that point-of-reference-calibration-thingy is not that intuitive. People somehow hold the device "wrong" when starting-and-calibrating, which yields awkward motions.

    Here you can see how the game is played with tilting enabled:
    http://www.youtube.com/watch?v=0Y9R53yiy1g

    Do you see anything that could help here? I am a little bit confused because I have been playing the game for several months straight and I am thus very accustomed to tilting. You see, I have the wrong perspective here :rolleyes:

    What games have good/perfect tilt controls? It could be worthwhile for me to check some out.

    How would a perfect calibration mechanism look like? I am a little hesitant to add some 3-2-1 + "hold your device still for calibrating" to the game :)

    Cheers!
     

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