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Post by Jatsu on Dec 23, 2015 9:31:01 GMT 1
What do you like about KoGaMa mobile? Is there anything you dislike? Do you have any suggestions?
For example, I think that the overall movement in the mobile app is decent. You can use the left "joystick" UI to move in any direction and hold any free space on the screen to change your camera rotation. However, I think the movement UI is a little too sensitive because I usually end up turning when I don't intend or want to. Therefore, I'd like to suggest locking the positions of the "joystick" UI to cardinal directions to limit the amount of accidental turning involved. Here's an image to clarify: | Based on the position of your mobile cursor, it would seek the nearest cardinal angle and lock movement in that direction. This should create more deliberate movement and less accidental turning and awkward controls. If a player wants more control over their turn, simply dragging a second point in free space to rotate the camera while moving forward should generally be more intuitive. |
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Post by CaptainJens on Dec 23, 2015 9:33:03 GMT 1
I find that the app is a little slowly, that is annoyance in parkour games
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Post by YL on Dec 24, 2015 23:32:47 GMT 1
I absolutely agree with Jatsus suggestion, the camera is the only bad part in the controls because it's too sensitive and every time you start moving it starts moving faster than your avatar and you do flips and turns you aren't supposed to, very bad with parkour
I especially hate how the camera is too low to the ground, it's so low that when you try to walk forward in parkour you can't see what's in front of you. If the camera could lock vertically to the point you set it to by dragging your finger up or down, that would be awesome and that's the way it's done in pretty much every single PC game turned mobile game there is for a reason. In Roblox the camera does turn slowly when you start walking so its behind the character but the vertical elevation stays the same which makes playing smooth because if you want to keep your camera a certain way it lets you to do so
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Post by YL on Dec 25, 2015 15:17:47 GMT 1
Also to mention, the app is one of the worst optimizations I have ever seen in a mobile app, it runs smooth but the battery decreases so fast that you could drain your whole battery by playing a few games
I did a test, I loaded the "Survive The Disasters" game in Roblox, which loads a map with physics and randomly loading disasters. The map had over 10 people playing it and every 4 minutes it would load a new map and every 30 seconds a new disaster which includes minigames, npcs and more physics. This caused the battery to drain 1% every 1-3 minutes and only minor heating
I opened an empty map with 0 models and me as the only player in Kogama with the same phone, the phone instantly started heating and the battery drained 1% every 15-30 seconds, after some time of being in the empty map my phone was so heated that it was uncomfortable to hold because it started to burn my hands
This combined with the bad camera controls make the gameplay an unpleasant experience, if these won't be fixed to the official release I won't probably even bother to play Kogama on mobile because when you're at the go you need battery and the app currently drains it at such a rate that it will end in a very short time + the camera controls are weird
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Post by Jatsu on Dec 27, 2015 11:00:24 GMT 1
Alright, so I'll try to take a crack at this again. Been really tired lately. :S
What do you like about KoGaMa mobile?
It loads just as quick as it does on my laptop! My stopwatch averages it at around 20 seconds, which is just as long as it normally takes to get the standalone launcher up and running on my laptop.
The in-game performance is pretty great as well. I don't really experience FPS or connection issues. The controls are pretty responsive and there are no "empty" menus or buttons. Almost everything has a visual and noticeable effect that tells a user what happens when they press a button or perform a drag action. Therefore I think the core pieces of the UI are working great in this regard.
Is there anything you dislike?
It's somewhat difficult, dare I say inconvenient, to exit out of a game session. The exit button on the top left is sized very small on my 10 x 5.5 cm screen to the point where I have to click it with my finger nail. Perhaps this isn't a huge issue for larger phones or tablets though. Similarly, I understand it's probably this way to reduce screen clutter during play. However, in Android's bottom menu interface, there is a Back button you can press to return to menus, go to a previous page, or exit an application. However, this isn't being utilized in Kogama's mobile app which could help with this problem. At the very least, using Android's built-in Back button would help make accessing the game's menu easier.
It's kind of strange that connection losses don't immediately close the application. Depending on how the connection is lost will change how the game session responds with the user. Most disconnections I found simply placed the player in a kind of unwinnable and uninteractable single-player game state. Other disconnections caused by phone functions (receiving call / screen hibernate) resulted in movement controls consistently resetting when trying to use them again. Therefore, I think at the point where a player loses their connection, the application should either try to reestablish a stable connection or shut itself off.
I'd also like to reiterate my comment in the original post about over-sensitive movement controls. Without stabilization, it will be difficult for users to keep their fingers perfectly still at a particular point on the screen. I believe it would be more user-friendly to generalize touch locations to cardinal angles to limit player turning speed. Given the geometric nature of Kogama shapes, it also makes more sense as well as feel more intuitive that directional movements also match its surroundings. Overall though, this is just about making player movement more deliberate and less awkward.
Do you have any suggestions?
Aside from the compromises and suggestions I added to the things I discussed above, I think it would be cool to have an option to swap the left joystick and jump buttons on each side of the screen. It wouldn't be necessary but could be useful for user preference.
Sorry, I really don't have many unique suggestions here!
Have you encountered any problems?
The accessories page loads only blank white images instead of the actual accessories.
After seeing a winning screen once, the player will no longer see any more winning screens in that game session.
Having more than one input on the left joystick will result in oscillating (game doesn't know what to do) movement. Just to clarify, the UI will visibly show the joystick flipping back and forth between your inputs.
While affected by the growth effect, the X to unequip pickups is shown despite being completely unusable in this scenario.
Android's built-in Menu UI (e.g. Back, Home, etc.) aren't overloaded to access the in-game Menu or app close functions.
Disconnections result in unstable game sessions (had one crash this way) that are uninteractable and unwinnable. The app is also left running if the user doesn't return to exit out of the game session!
Like always, I'm sure I'm forgetting stuff. But it's 5 AM and now I really am too tired to write more. Hope this stuff helps.
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Post by Jatsu on Dec 27, 2015 11:06:50 GMT 1
Oh yeah, and I don't know how, but a more user-friendly way of using the railgun pickup in mobile would be awesome. At best I was able to enable the charge and then drag around the screen to rotate the screen around but it never rotated enough meaning I could never turn around completely to shoot behind me if I wanted to. I fear this is the same for impulse guns.
Also, WTB more feedback. What are you guys gonna do when I'm gone?
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Post by CaptainJens on Dec 27, 2015 11:07:59 GMT 1
Yes it would be better is we can swap the joystick and jump button where we want on the screen
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Post by CaptainJens on Jan 11, 2016 22:27:41 GMT 1
Hey everyone, I had played KoGaMa in a 2D game whit my pvone and when I take a weapon I find it bad that we need choose the place where we go shoot to need choose whit the same button where you need click on for shoot whit an weapon, and I also thought, if we click on the screen then happens nothing. So why then don't sett that if we have an weapon and we click on a place on the screen, that we then shoot to the place where we have clicked on the screen?
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