For one of the games, we decided to choose Chrome Dinosaur Game because of its simplicity and fast reaction-based gameplay, making it a great candidate for alternative controllers. The core mechanic is jumping over obstacles by pressing the spacebar which relies on quick reflexes, making it ideal for experimenting with motion, sound, or touch-based inputs. (googledino.com)
Replacing a traditional keyboard with gestural or sensor-based inputs, we can create a more immersive and accessible experience. For example, a tilt-based controller could simulate the dino’s movement, while a clap-to-jump sensor could add a fun, physical element to the game. These approaches were inspired by real-world actions like jumping, tapping, or waving, making gameplay more engaging.
For the second game we have chosen games that are rhythm based. Involving the use of keyboard functions such as wasd and arrow keys. The game's reliance on rhythmic footwork/hand could be significantly enhanced by an alternative controller that translates body movements into in-game actions. Imagine a system using motion capture or wearable sensors to track full-body gestures. This would allow for a more expressive and intuitive experience, potentially incorporating arm movements and even full dance routines. (stepmania.com)
Questions:
Does the chosen input method feel intuitive for quick reaction gameplay?
Would any of these input methods introduce unwanted latency or difficulty in timing jumps?
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