Thus far, our Engineering ROBLOX for the iPad series has focused on iPad development through a performance-optimization lens. It has seen us go into the trenches with several ROBLOX developers to learn about and document their roles in building a stable, smooth mobile gaming experience with the unique challenge of user-generated content as the centerpiece. In the final installments of the series, we’ll stray from the path and look at the development of interactive components, starting with control design.
ROBLOX Game Engineer Ben Tkacheff is an expert when it comes to iOS controls. He’s played a lot of iOS games and cites Gameloft’s titles as examples of consistently good, mobile-optimized controls. First-person shooter N.O.V.A. stands out to Ben; the game is unabashedly reminiscent of the Halo series, but it isn’t just a console game ported to iOS – it’s a mobile game, in large part due to great controls. For example, players can execute a 180-degree turn quickly – that is, without having to flick across the screen more than once – and camera movement is free-form, rather than tied to a virtual joystick that mimics an analog stick. These are both examples of controls that work with touch screens, rather than around them. That was the kind of approach Ben took to designing a mobile control scheme for ROBLOX.
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