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2D Side Scroller Game Controls

Wezley_S_
New Contributor I
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I need some help designing controls for my 2D side scroller game.

Should I make it to where the player runs no matter what and the player uses gestures to jump and attack, or should I make gestures control every aspect of the game?

Perhaps 1 hand for movement and another for attacking the enemies?

For everyone working on games how do you normally set up your control schemes for RealSense?

Thanks!

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Wezley_S_
New Contributor I
868 Views

Sorry if this is off topic! I've just been tring to design usable controls and am at a blockaid as far as RealSense capability goes for this early April game release.

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MartyG
Honored Contributor III
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An endless runner would seem to suit the camera.  I experimented with head-based control in my game and found that it was difficult to stop the player character exactly when you wanted to (something that is vital in a 2D side scroller.)  My game has a kitchen area, and I overshot the kitchen counter and fell out of the window about 250 times before I gave up and used the arrow keys to steer instead.  :D

You could set the character to track the palm of the hand, so that when you hold the palm up in front of the camera and push the hand up, the character jumps up.  A small upward push would make the character do a little hop over a small obstacle and a forceful push would make it do a large leap.

Bending the pinky finger of the same hand could make the character attack.  That way, you keep the controls really simple and the player hardly has to move their hand in order to both jump and attack.

If you are using Unity to develop your game, the 'TrackingAction' script included in the Unity SDK will be perfect for putting inside your character to control it.  You would need one each for the jumping and the firing.  Place each of them inside different objects that make up your character's body, as having two of the same kind of SDK script in one object means one of them gets ignored.

 

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