Our motivation for working with the first Resident Evil game was that it employs a fixed camera mechanic, eliminating the need for us to include camera movement in our control scheme. The main mechanics of Resident Evil are exploring the mansion, finding items, and trying to survive the enemies. The player goes through different rooms collecting keys, weapons, and other items that help unlock new areas. You also have to be careful with things like ammo and healing items because they are limited. A lot of the game is about exploring, solving puzzles, and figuring out how to move forward while avoiding or fighting enemies. The core mechanics in Resident Evil might benefit from an alternative controller by making movement feel a little more intuitive. Resident Evil controls the player using a tank controller approach, so finding ways to make the player movement feel smoother could help. In Resident Evil, gestures are shown through the character’s actions. You move around, aim and shoot weapons, open doors, and pick up items. Even though it’s controlled with buttons, the game represents these actions as if you were actually performing them.
Our motivation for working with Slime Rancher was that it was a game familiar to us so we thought it might be easy to work with. The main mechanics of Slime Rancher are exploring, collecting slimes, and managing them on your ranch. The player uses the Vacpack to suck up slimes, food, and other items, and then shoot them back out into corrals. Feeding slimes makes them produce plorts, which can be sold for money to buy upgrades and expand the ranch. The core mechanics in Sime Rancher can benefit from an alternative controller by making the game more immersive. A controller that looks like the vac pac or another item in the game could help with that. In Slime Rancher 2, a key mechanical object in the game is the Vacpack, which works like a vacuum. Most actions in the game involve aiming it, sucking items toward you, and launching them somewhere else.
Peer Review Questions:
- Some of the designs use an accelerometer and a potentiometer for movement. Is there another way those could be used for movement or looking around besides just basic movement controls?
- In terms of input placement on the controllers, are there any inputs placed in a spot that does not feel intuitive?



















