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One Button Games
One Button Games
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GAME JOBS
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Introduction
Our button has two states: Pressed and released. How can this be
used?
All of the above might be considered actions of the Player Toy, and for
the moment this will be the focus.
Movement
Option #1
Option #2
Player toy moves to next fixed position each time the button is
pressed.
Option #3
Option #4
Option #5
Option #6
Option #7
Option #8
It is also worth noting at this stage the powerful, yet often underused,
significance that time can play in interaction. In many of the examples
above, holding down the button affected a continuous action over
time, which is similar to applying an upward force on an analog
joystick to move a Player Toy forward in the world. However, the last
example is different.
The last example has two systems at work. The first part is the
continuous action again: the raising (or lowering) of the trajectory
based on whether the button is held down (or released). The second
Option #1b
Option #2b
Option #3b
Attacking
For instance: what if the projectile toy was not created at the point of
firing, but was instead part of the player toy, so that the Toy got
lighter as it ran out of ammunition. This could be taken even further
by suggesting the player toy was entirely constructed of ammunition.
What would happen when it ran out? Game over? Does the player
become the last shot? What natural and supernatural rules affect the
toy?
1. First the most basic system of all: The event of the button
changing state (from released to pressed) triggers the shot. The
player has to release the button in order to fire again. In other
words, the duration that the player holds down the button has
no effect. The event (firing) is triggered only when the button
goes from released to pressed.
Space Invaders
1. A slightly more advanced interaction would be the auto-fire
ability. In this situation, the character on screen will continually
shoot while the button is pressed and will stop firing when
released. This is how Ikaruga and many other shooters work. It
is a simple system that has an impressive visual effect, and
focuses the play experience on the Player Toy movement,
rather than the accuracy of shooting.
R-Type used this to great effect and became a classic game which
many others tried to copy.
R-Type
1. Any attribute could be selected to vary with time, rather than
just the power of shot. The spread of fire could be varied. With
this system a short tap might produce a wide, weak shot and a
held button might produce a tight, focused, powerful shot.
Perhaps the mode of shot could be changed entirely in discrete
stages. A tap could be a simple low power shot. Held for longer
and then released, it might split into three shots. Held longer
still, it could invoke homing shots. There is a great deal of
variety to be found in trying out different approaches.
Although some of the options above may seem more powerful, this
does not mean they are better. Consideration should be given to the
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