Most people like to call it an enlarged iphone when the ipad generation just came out. But the current iPad2 is no longer very difficult to hear such a statement. This means that the device is already valuable. It gives certain services to a given scenario. One of the most frequent uses of tablet computers is to play games, according to a foreign statistic.
Will the ipad game be an enlarged version of the iphone? The answer is, of course, negative.
Let's take a look at the features of the ipad platform. 1024x768 Pixel Large size screen support 3g/wifi mode with 9.7-inch touch screen no default screen expected direction allows the user to select an external keyboard and replace the screen virtual keyboard
Users can use the dock to share files with the computer
The next step is to make a preliminary study of the ipad game:
With a careful look at the ipad's posture, basically the ipad is positioned on the couch and on the bed, so we can see that a 9.7-inch screen can bring a laptop to the user's senses. The sensitive touch screen and the rich gestures also bring a good experience, so we'll put the ipad on the lap or in a double grip. That means the ipad's own design is destined to distinguish it from the iphone, and the use of the scene is more biased in the fixed position. such as sofas, beds, and meetings.
So what kind of features can these scenes give to the ipad's game?
Greater scope of operation
First of all, in this scenario, the body of the person will be able to focus more on the device, which means that the area in which the application is active will be increased. This feature is also more implemented in game design. For example, in the tower defense game can design more characteristics of the class also appear in a scene to enrich the game. More applied in the elimination class game. Because the area becomes bigger lets the game in the effect to be richer besides also lets the play more changeable and interesting.
This kind of experience in the previous very fire of plants vs zombies and cut fruit in the dripping delicate. There are also some tower defense, such as the Three Kingdoms, epic Tower defense can also deeply feel the refreshing feeling of such experience.
More spiritual concentration during the game
Because of being in a non mobile scene, the chance of being disturbed in a fixed place will be greatly reduced.
Let users focus more on playing games. You can also design a game that is longer than a single phase of the iphone game.
Shorter holding time
Because the ipad's use of the scene positioning is not in the mobile process of the main design. So the weight is to let the user can not hold in the hand for a long time. And peripherals are thus born with many devices that give them a fixed angle position. That is to say, the user uses the process more will put the ipad and can be fixed position and get a long time operation. This feature is designed to be more personal in the design of the game as a click-and-touch mode rather than a gravity-sensitive game. This design makes it easier for users to play. For example: fruit-cutting games and tower defense games on the ipad can be better reflected. That kind of game is more comfortable. This kind of game uses the big span to play the game to be able to let the player obtain the more refreshing experience feeling.
The game color is more vivid and beautiful to avoid the single dark hue
Because the ipad has more powerful hardware support. So in the performance that is also quite to force. Then we design the game more should do the following points.
1. High Fidelity's artistic performance: People look forward to seeing a lavish visual feast on the ipad and immersing themselves in it. Visual requirements are not simply magnified, but improve resolution, catch every opportunity to improve the details, so that the user experience immersive feeling.
2, high-fidelity visual effects: Clear, meticulous, lifelike events and action response can stimulate people's emotions, so that it better integrate into the game's unique environment.
But there is also the need to be aware that, because the ipad shows an area relative to the iphone "huge" many, that in such a screen will usually appear mirror effect. This means that in the design of the game if the use of a single tone is also a dark color that will lead to play the game needs to adjust a certain angle does not move to be able to "peace of mind" to play the game.
So I would like to suggest that the game itself design as far as possible to consider whether the game used in the scene is prone to such phenomena. If there is such a phenomenon that should be the game's color positioning in the more abundant to reduce the appearance of the mirror effect. (although some ipads can use frosted membranes to reduce specular effects.) However, if the design can reduce the large area of the mirror effect that is more easily accepted by the player. )
Of course, there are graphics with standard depth, 24bits (red, green, blue 8bits) and 8bits alpha channels. In general, the PNG format is recommended.
Non-physical induction game play game angle more fixed
You can see that the ipad is large in size, so it's hard to control it with a single grip. So the vast majority of users use the ipad is flat on the operation. So the ipad's use is more fixed and the perspective is more fixed.
For example, most users will use something like a bracket for the ipad's angle adjuster to look for a more comfortable angle.
There are a lot of things to think about in this perspective, which is to tilt the ipad a little bit to a certain angle. That means the finger-touch screen will not be too far off the edge of the screen in the course of playing the game. This design makes it more comfortable for players to put their hands on.
A richer interaction
Try to find more interaction without altering the underlying experience, for example:
1. Multi-player mode
2, by increasing the lens angle, rotation, switch, control key or a variety of game customization methods, for the user to present more things
3. If appropriate, you can consider supporting multiple finger gestures, which are combined with universal controls
Imagine how a user might play your game with someone else. Expand your thinking to two dimensions: sharing of physical devices and sharing of virtual data. For example, two users may play games with the right side of the same screen, or have different people perform a PK with you on a device (such as an iphone) game application. This kind of experience in the famous Fruit Ninja game is also the player Lang selection mode.
The game icon more big Pixel embodies the game content
The ipad app needs a 72-pixel application icon. These dimensions give you a fairly large area so that you can tell a story about your application. This is equivalent to drawing your game poster on the icon. Let people see the icon to understand how you will give him the adventure or emotion. Using all of the technology to show your icons makes them richer in detail, which makes people more willing to keep them on the desktop.
The ipad game needs a "quiet" crowd
The design of the ipad also affected the division of the game crowd. The ipad's people are more inclined to choose a fixed position when using the game, and rely on external facilities to assist in the operation of the game. The ipad's use scenario is based on more than 200 domestic users, with the top 3 in the ipad--bed, bathroom, and trip. 80% users will be in bed, half the user on the bathroom with, 40% users on the journey. It does seem to be a boring time weapon.
The biggest difference between an ipad game and an iphone game is the difference between using a scene. The ipad lets the player sit down to get the game pleasure. And the iphone game is to allow players to get better portability during standing moves. So the ipad game is not designed to simply magnify the iphone game. Instead, you want to design a different experience of the game experience in a different sense.
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