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Controlling Carnage: Effective Side-Scroller Controls on Mobile
Mobile controls are hard to implement. When we set out to build Warhammer 40,000: Carnage we wanted to bring classic platformer action to mobile and tablets, but the loss of physical buttons made implementation of a responsive control scheme difficult. Gesture controls didn't give us the 1:1 responsiveness we needed and traditional buttons resulted in a high incidence of "mis-presses" as the thumb moved. This talk will describe some of the iterations our controls went through, including our final solution, which delivered on our goals and allowed players to stay in a "flow" state longer. What problems did we face along the way? How did player feedback change? How did the change in control scheme directly influence the game's positioning along the casual/core spectrum?
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