Tuesday 1 November 2011

#014 GAD BA1 P2: iPhone Game - Handset Research

iPhone Screen

The iPhone 4S has a state of the art 3.5 inch liquid crystal multi-touch display. The 4S model is greatly superior to the last 3 generations, the most impressive improvement is that the new models screen has almost double the amount of pixels per inch, vastly improving the quality of the graphics that the model is capable of displaying. It goes without saying, that because of the improved screen display quality the newer games on the iPhone will have greatly improved graphics.

This is something that I will need to keep in mind, as games with low quality graphics are generally avoided, especially if people buy games on the fly just from the in-game representative picture used in the iPhone App Market.



iPhone 3-Axis Gyroscope

The 4th (iPhone 4) and 5th (iPhone 4S) generation iPhone’s are equipped with a gyroscopic sensor which allows the iPhone to recognises pitch, roll and yaw movements of the handset. From the gaming point of view, this development gives the handset an additional way for users to interact within the game, for example, controlling their avatar. Combined with the accelerometer, which I will talk about later, the new iPhone handset gives the mobile handset a whole new way for users to interact with the handsets content.

According to the late Steve Jobs, the Gyroscope is apparently best utilised in first person shooters, however game companies like Gameloft were quick to make use of it and used it in many driving/racing games. Considering that the game I have in mind is a mix between a driving/racing game and a shooter, I will not only look in to games the involve flying but also games that involve precise control and the ability to shoot.



iPhone Accelerometer

Paired with the additional of the gyroscope, the accelerometer provides even more control for the users. Applications will now be able to sense motion on six axes, up and down, left and right as well as forward and backward, combined with rotation around the three axes provided by the gyroscope (pitch, yaw, and roll). I believe it would be a waste not to utilise the gyroscope and accelerometer technology within any new game application.


iPhone Proximity Sensor

To put it simple, the iPhone’s Proximity Sensor produces near-infrared light and measures its reflection from nearby objects, this allows the iPhone handset to detect the presence of objects or people without any physical contact. I am unsure if I will try to utilise this feature in my game, however it would prove interesting to see how I could integrate the technology.



iPhone Vibration

As with most phones, the iPhone is equipped with a motorised vibrator. Originally they were used for discreet alerts, such as incoming phone calls or text messages. They were once a simple on and off vibrator with little control over how little or how much it vibrated, as technology progressed there came the ability to control the vibration intensity. Later on when handsets started to have games on them the vibrator was integrated into them.

With racing games the vibrator is typically used when your car drifts off of the tarmacked track and on to grass/sand, crashing into other cars/barriers, drifting around corners, acceleration etc. With shooting games it would typically be used when you are being shot, landing from a jump from height, when there is an explosion etc.

Where the vibrations are used can greatly intensify the game, often adding an element of surprise of excitement. I have thought about it regarding my game, which I will explain later, but I have an idea about how to use the vibrator to help simulate the speed of the dragons flight.

No comments:

Post a Comment