Game Development Reference
In-Depth Information
Sometimes, the game can ask the player to repeat a gesture several times (up to
three for example). In this case, there is more than one symbol on the screen. It's
reasonable to use only simple gestures: taps and lines, not the figures for such a
game situation. But this is not a stringent rule.
The gestures can be more knotty and use more than five control nodes. Let's call
them spells because they look like symbols inscribed by a wizard. In fairy tales, her-
oes with some experience in magic are always using their wands to create spells,
drawing some enigmatic symbols in the air. The game can let the player become a
wiz too. It is expected that in most cases, such type of gestures are not multitouch.
The player makes an input using only one finger; nevertheless, there can be some
ornate challenges that require two fingers to be used. An obvious example is a ges-
turepuzzle,whereasymmetricimageshouldbedrawn(forinstance,abutterfly)only
by one pass and a part is created by the index finger (the second finger), which is
much harder than it appears at first sight.
There is a wide variety of symbols that can be used as spells. You need both simple
ones consisting of a single simple curve and complicated ones with a lot of corners,
twists, and lines.
The symbolic representation of the spell should be displayed a little bit different than
the ordinary gestures signs. The game shows it clearly only for a moment, then the
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