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4.2 Limiting the Need for Diverse Command Inputs 

Issue: The UMPC form factor provides for a limited number of inputs, relative to 
the full keyboard and mouse available from a standard PC. Even those games 
that are designed to be run on a PC using a joystick may require the use of 
multiple buttons that are included on a typical joystick controller, which may not 
be available from the UMPC. UMPCs also have issues with games that 
incorporate keyboard shortcuts as a key game play component. Notably, games 
that are primarily mouse-driven are not affected by form-factor limitations in 
this area.  

Best Practice: Developers can address limited input options on the UMPC by 
decreasing the number of commands that are actually required to play the 
game, as opposed to being optional conveniences such as shortcuts for menu 
options. A somewhat more flexible solution, however, is to create buttons on the 
screen. Particularly if the buttons are context-sensitive, appearing only when 
they are relevant, this can provide an open-ended solution for input 
requirements. 

4.3 Addressing Keyboard Requirements 

Issue: In addition to issuing commands, many games also use the keyboard for 
input such as naming 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 will not run on top of the game interface, 
so it cannot resolve these issues.  

Best Practice: Developers should either design games explicitly not to conflict 
with the onscreen keyboard (e.g., by not defaulting to full-screen mode) or 
provide an on-screen keyboard within the interface itself that appears only when 
needed. One simple means of minimizing the need for keyboard input is to 
provide default values for text strings such as profile names, saved game 
names, etc. and to allow them to be selected using screen-tap input. Additional 
values for these text strings can also be provided by adding an interface button 
that randomly selects a new value from a list of character names created by the 
developer. Saved games can also be identified using a screen capture of where 
the player left off, together with a date and time stamp. Since chat features are 
very rarely a core aspect of game play, they can generally be disabled on the 
UMPC without negatively impacting the user experience. 

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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