We are doing a doom style controller and as such there is a thematic relevance with choosing a skull motif. Doom is known to a "hardcore" game even for its time and to keep in touch with hits rock influences we thought the skull motif was reasonable. In its current form it uses the accelerometer to move using gyro controls and fires when moved upward. We would like to do more but as of right now this is where we are at currently with our prototype. We are seeking to implement more functionality. Specifically with a speaking mechanic to open the doors.
Would using a speaking mechanic be enough and interactive enough?
Should we restrict it to just strictly an unconventional switch to fire?
Seeking to improve the code and adding deadzones is probably the next step and figuring out some more refined controls, however Sticking to more of a round object and painting the skull is something I think we should seek to keep in mind.
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