![]() ![]() The issue we faced with the grabbing mechanic was two-pronged: Looking down has the player grabbing the floor. Height is controlled by the camera angle, so looking up raises the arms in the sky, and On consoles, this behaviour is linked to the controller triggers, pressing a trigger raises the corresponding arm. The grabbing mechanic proved to be quite the challenge to translate to touch and make it feel natural and intuitive Player to control with which arm they want to grab hold of things. This grabbing behaviour is split into two parts: the left arm and the right arm, allowing the In Human: Fall Flat the player controls a third person avatar that can run, jump and grab stuff. ![]() Then we will show which steps we took to optimize suchĪ physics-heavy game on mobile phones. How we came up with a new control system. Run, jump, lift, climb and fall your way through levels.įirst, we will go over the challenges we faced with implementing touch controls for this PC title, discussing Human: Fall Flat is a physics-based puzzle platformer published by 505 Games where you This post we will show how we tackled the challenges we faced. Main job on this project was to ensure that everything from menus to gameplay felt as goodĪnd mobile-friendly as possible, while keeping support for bluetooth controllers. We are Codeglue, a company that worked on the mobile port of Human: Fall Flat.
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