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Level Up.pdf

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166 LEVEL 7 The Three Cs, Part 3—Controls<br />

Now when the character presses the stick to<br />

the left, the character walks to the right —<br />

because the controls have been mapped to<br />

how the game camera sees the character,<br />

rather than from the character ’ s orientation.<br />

Unfortunately, thanks to the backwards<br />

controls, our hero has walked right into the<br />

arms of a zombie, who proceeds to chew out<br />

his brains.<br />

This is why I ’ m not such a big fan of the<br />

camera - relative control scheme. I much prefer<br />

a character- relative control scheme. In a<br />

character- relative control scheme, the game<br />

controls are always relative to the player<br />

character. If the control stick is moved to the<br />

left, the character will always move to the left<br />

no matter where the camera is facing. The game compensates for the<br />

player ’ s movement even if the camera turns 180 degrees around.<br />

There ’ s no need to get fancy with the controls … unless you are designing<br />

for one of those new - fangled motion controllers.<br />

Shake, Rattle and Roll<br />

Most modern game controllers are outfitted with actuators and<br />

gyroscopes. They are the devices that make most motion controllers like<br />

the ones found on the Wii or the PS3 possible.<br />

An actuator gives feedback to the player<br />

in the form of vibrations. Like with control<br />

schemes, make sure the language of<br />

your actuator usage is consistent. Rather<br />

than blasting the thing off all of the time,<br />

limit it to when a player takes damage or<br />

when they earn a reward. You can have<br />

a lot of fun with actuators, if you take the<br />

time to play with them.<br />

My favorite use of an actuator was in<br />

Silent Hill (Konami, 1999). The developer<br />

figured out how to vibrate the two<br />

actuators at different frequencies to<br />

simulate a heartbeat. Whenever the

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