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movement controlling the cursor). This issue tends to arise particularly often, 
for example, in games that shift the user's perspective so that the cursor is 
always at the center of the screen (which is common in first-person shooters). 
In such a scenario, when the player touches the screen, the cursor may jump 
around the screen erratically, instead of moving to where the user touched.  

Best Practice: If the game tracks movement of the cursor from point A to point 
B, it must be able to interpret a click at point A, followed by a click at point B, 
without the cursor first moving between point A and point B. Requiring an 
external mouse to be plugged into the UMPC will typically correct this problem 
as well, although that solution is clearly sub-optimal from a user-experience 
point of view. 

3.2 Accurate Touch-Screen Mapping 

The touch screen can be mapped incorrectly to the game when the game runs in 
full-screen mode but does not take up exactly the full screen (either not filling 
the entire screen or taking up more than the full screen).  

Issue (Game Resolution Smaller than Physical Screen): When the game 
believes it is operating in full screen mode at a lower resolution than the 
physical screen, the game display may appear centered with space on either 
side (as in the case of a 640x480 window being centered on a 800x480 screen 
or an 800x600 window being centered on a 1024x600 screen, with black bars on 
each side), mismapping may occur between the two, with the entire touch-
screen surface being mapped to the relatively small display area. That 
mismapping, as shown in Figure 3, results in inappropriate response of the 
interface to user interaction, such as a button's clickable screen area being 
located away from the visual representation of the button. 

 

Figure 3. If the game window is centered with black 
bars on each side, the game logic that interprets 
screen taps must avoid mapping the entire physical 
screen area to the smaller game window. Such 
incorrect mapping can cause a screen tap at one 
position (represented by the yellow arrow) to be 
interpreted by the game as occurring at a different 
position (represented by the red burst). 

 

 

Best Practice: Games can be centered with black bars at the sides without 
causing the touch screen to be mismapped, as long as the mapping logic 
considers the black bars as part of the screen (even though they are not used as 
a part of the game). With this adjustment, touches on the screen map to exactly 
the location touched.  

Содержание UMPC

Страница 1: ...Best Practices in Game Design for the Ultra Mobile PC by Matt Gillespie Michael Finkel and Victoria Bailey ...

Страница 2: ...cific game design factors that contribute to the best user experience The analysis includes design considerations for providing high quality games on the UMPC as well as common issues associated with providing UMPC support providing best practices to resolve each of those issues 2 Screen Size Considerations Because the UMPC screen is much smaller than a traditional screen the size of graphical ele...

Страница 3: ...used in the standard PC version As shown in Figure 1 this issue is particularly acute when multiple buttons or other elements are clustered together which makes it more likely that the user will select a different element than the one they intend Even when it is possible to select the correct element with some care this issue can significantly detract from the user experience Figure 1 On a 20 inch...

Страница 4: ...hey develop game interfaces for the UMPC scaling the entire game window to fit on the screen or rearranging the interface to take full advantage of the wide screen area Certain simple accommodations can make games more playable even in a truncated state For example providing scrollbars and allowing the window to be resized manually or automatically may be sufficient in some cases to allow the user...

Страница 5: ...n full screen mode at a lower resolution than the physical screen the game display may appear centered with space on either side as in the case of a 640x480 window being centered on a 800x480 screen or an 800x600 window being centered on a 1024x600 screen with black bars on each side mismapping may occur between the two with the entire touch screen surface being mapped to the relatively small disp...

Страница 6: ...le Another solution is for developers to natively support the 800x480 and 1024x600 screen resolutions as a user configurable option In some cases it might be possible for the game to automatically stretch the window to fit the full screen if the resulting dimensional distortion of game elements is acceptable 3 3 Alternatives to Hover Over Effects Issue Many games use a hover over feature that enab...

Страница 7: ...eir designs which causes the limitations associated with the form factor to vary by device That variability typically requires developers to focus on the lowest common denominator of hardware features when designing games in terms of core requirements 4 1 CD ROM Drive Issue CDs are currently the most popular method for distributing games In addition to being installed from a CD the disk is often r...

Страница 8: ...g characters creating profiles saving games or supporting a chat feature for online games It is common for games to require a keyboard for example to enter a profile name at the beginning of a gaming session but not to require the use of a keyboard at any other time during the session Some games also require players to use the keyboard to name their saved games In many cases the on screen keyboard...

Страница 9: ...ftware provider 6 Additional Resources Game developers and architects who are considering how best to integrate the needs of the UMPC platform into their offerings will benefit from the following resources Intel Software Network Mobile Developer Community is a hub for developer information related to all things mobile including technical documentation SDKs forums knowledgebases and blogs http www ...

Страница 10: ...st Intel NetMerge Intel NetStructure Intel SingleDriver Intel SpeedStep Intel StrataFlash Intel Viiv Intel XScale IPLink Itanium Itanium Inside MCS MMX MMX logo Optimizer logo OverDrive Paragon PDCharm Pentium Pentium II Xeon Pentium III Xeon Performance at Your Command Pentium Inside skoool Sound Mark The Computer Inside The Journey Inside VTune Xeon Xeon Inside and Xircom are trademarks or regis...

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