How I Would Design An iPhone FPS

Discussion in 'General Game Discussion and Questions' started by Xapped, Oct 6, 2011.

  1. Xapped

    Xapped Well-Known Member

    Oct 12, 2010
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    #1 Xapped, Oct 6, 2011
    Last edited: Oct 6, 2011
    Controls - Aiming
    Because of the lack of mouse and keyboard on the iphone/ipod touch, precise, and fast aiming becomes a challenge. To counter the lack of precision, the game would have an aim assist system with the goal of the user not feeling it at all.

    Unlike normal aim assist systems found in current games (EG MC2), there would be no locking on. Rather, the speed of aiming is modified depending on the distance to the target. This means that after playing the game for a while, flicking to somewhere near the right distance will always land the crosshair on the enemy, but no necessary dead-on. If you significantly flick too little / too much, the crosshair will land very near the enemy, but there is no lock on either. If you don't move your thumb, your crosshairs will never move.

    Here is an animation: http://www.swfcabin.com/open/1317867034

    This is easily detectable by people who have played games without aim assist. So, to counter this, as well as make it easier to turn around 180 degrees with a 3cm flick, there would be acceleration.

    The faster you flick, the faster you turn, rather than the distance. If you slowly flick, your crosshair will move a tiny bit, while if you do it as fast as you can you'd get 360 degrees, even if you just flicked 3 cm.

    Because of the inaccuracy with this system, it will heavily mask the aim assist system so that players are not aware that the game is helping them get a 13 killstreak.

    Revamped Buttons

    Crouch, Move, Sprint - All in one analog stick

    Tap on the analog stick at the center, and you will crouch. Move it a bit and you will be crouch-walking. Nearly touch the borders and you will move normally. Fully touch the borders and you will sprint (if you are going forward).

    Radar, Integrated.

    The lack of screen estate makes a radar a horrible game addition. On my 1080p PC, I rarely look up on the radar anyways. Which is why I suggest putting the radar into the HUD.

    Here is a mockup: http://www.swfcabin.com/open/1317867662

    If your team has a UAV up, periodically (eg once every 5 seconds), enemies will show up dots on your screen. Red if they can see you, yellow if they can't. Additionally, you will be able to see the dots if they start shooting at a team mate (or you) without a silencer. The dots will disappear shortly after, but if you want to stealth-ly kill someone, you should use a silencer.

    Jumping Over Objects
    Sprint over low objects and you will automatically vault over them. If you want to use it as cover, move your thumb stick slowly so that you automatically crouch.

    Accuracy
    Like all popular FPS games, there would be perfect accuracy with manageable recoil if you use iron sights. This keeps close range fights fast - your 3rd bullet most likely, due to the recoil will land in the head at close-mid range, while at longer ranges you will need to fire into bursts, because the recoil will be too much.
     

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