I think a good control scheme for a fps is very possible on iphone, but as someone said it will depend greatly on the game design too. The speed of action, sensitivity, precision of aiming required, auto-correction of aim, ammo & health supplies, no. of enemies, AI will all have an affect. The best games will balance them all for a better experience. For example, take BiA and Terminater (I know they're 3rd person, but the controls would translate just as well to fps) worked pretty well because the game was designed with the limitations of those controls in mind - the auto correction of aiming, the AI was quite stupid and ammo/health plentiful. This is why the system works for these games. Now if you were to design the game to be much faster paced, with less ammo/health supplies, better AI and no aim correction you'd notice the lack of accuracy and speed in the aiming.
i think a developer should use the iphone 3gs's compass with an fps, that way you wont have to worry about puttingdigital controls to look around, just movement, jumping, and weapon switching. it could work
ya maybe if u were playing on a bus or something, but im talking about if ur just bored at home or hanging out with friends or at a party or something that would be cool to have. they can have it as one of multiple control schemes so u can chose to use it or not. who cares if you look gay its fun
I now its a good idea, but. Think your selv standing in the middel of the room going round and round in circles and tapping your ipod. i am getting dizzy just by thinking of it
Ok, never tried Fast and the Furious or Snail Mail. Did however try Fastlane and while the graphics were great I had a hard time controlling the car. Nontheless i the controls in Need for Speed work really well and after playing it for 5min it feels very natural. This might have something to do with the accelerometor sensitivity when trying to keep the car going straight. I don't know what they did but it works better for me than any other game.
What most developers do wrong, is make the control "fixed". You have to plugin some code to "help" the gamer. Let's take an example. I am making a 3D shooter and when you swipe up on the screen, it moves you ahead. This should be handled like: Was the swipe a brief one? Then move ahead slightly. Was it a long one? Then move ahead a bit more. And by brief/long, I mean both the time duration of the swipe, and it's length on the display.
ok, this is my idea for the ultimate FPS control scheme: movement is controlled by a virtual joystick, you tilt the device to aim side to side like wolfenstein, but you drag up and down anywhere on the screen to aim up and down. I am not a dev, but i think that scheme could possibly work... what do you think?