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See my original post on the platform and controls here:
Despite the fact torchlight could work on a variety of platforms, I want to focus more on how the game and controls feel for the player rather than trying to make it fit too many platform choices. I also thought it would be best to platform this game on mobile, as it has a wide audience appeal and would benefit from mobile’s large market. I also think iPad could be a great platform to expand the player-base, as from my personal experience many children and elderly people use iPads more than mobiles. Building the game for these platforms would allow it to be more accessible to a large age range, and to those who will likely have more free time to play. I also think it will inspire more people at exhibitions to continue playing Torchlight after the event as they would have easy access to it, meaning it could help the game and my future career grow. I’m also not entirely sure that console players would bother playing this game, as consoles are usually marketed to players who enjoy games of a greater scale and production quality.
Summary of my reasoning behind my chosen platforms:
- Simple controls
- Wide audience appeal
- Small scope
- Easily accessible to players (can play it in their spare time and on the go)
Important considerations:
iOS vs Android?
| iOS Pros | iOS Cons | Android Pros | Android Cons |
| – Uses Xcode, includes everything all in one platform. – Beginner friendly, provides a smooth and controlled environment for developers. – Fewer devices to consider when playtesting. – Higher value per user. – Consistent performance. | – Runs on iPhones and iPads only. – Xcode only works on macOS (This is ok if I make the game on Unity then transfer to macOS to build the game). – More rules and slower approval times. | – Runs on many phone brands. – Flexible software. – Holds the largest share globally, powering over 70% of smartphones. – Flexible rules and quick publishing times. | – More devices to consider when playtesting. – Harder for beginners, takes more time and effort. – Users spend less on games. – Performance varies with device specs. |
When analysing where to release my game, I came to the conclusion that I would prefer to build my game for iOS for several reasons. As a beginner and a team of one, efficiency, ease and reduced time in the testing stage are essential for completing the game in time for my showcases. While iOS games can only be released on iOS devices, by making my game on Unity first and converting to iOS later, I can still branch out in the future if I like, as I will still have the Unity build of my game. As my first release, iOS is simply the safer choice and could potentially provide me with a small income if my game reaches a big enough audience.
How can I get the game on the app store?
- For my game to be released on the app store there are a few things to consider when making it:
- Optimised performance for iOS devices, minimal load times and zero crashes.
- The UI must fit to various screen sizes and resolutions.
- The game must comply with all of Apple’s guidelines.
- The game should receive thorough playtesting on a variety of different iOS devices.
- The game project must be configured and built for iOS.
- Create an Apple Developer account to publish the game, however there is a membership fee of $99 per year.
- The game will also require an App Icon (1024×1024 pixels), screenshots to showcase gameplay (different sizes for different devices), an app preview video to lure in potential players, an app description, relevant keywords and app store categories to increase the games outreach.
- Finally, I will be able to use Xcode on Apple Developer to release the game.
Controls:
- Movement (Left and right) – Hold and drag on screen joystick
- Jump (Up) – Press jump button
- Jump (up and to left or right) – Press jump button and hold and drag on screen joystick
- Interact with objects – Press on object, hold and drag it, then release
- Interact with lights – Tap on interactable, or approach with character
The joystick will be positioned on the left and jump button on the right of the screen,
with all the other controls being invisible. The minimal visual controls and their
positioning should make gameplay relatively simple, and feel comfortable for the player.
Accessibility adaptations:
It’s essential to consider the accessibility adaptations for Torchlight to ensure as many players as possible can enjoy this game, and tweak it to their unique needs. The game itself is quite accessible, with simple controls, minimal visuals and sounds, however there are some extra things I’d like to consider adding during development to improve the gameplay experience. Below is a full list of the adaptations I would like to consider.
Motor:
- Interactive elements / virtual controls are large and well spaced.
- All areas of the user interface can be accessed using the same input method as the gameplay (e.g. gameplay settings button visible to tap on screen).
- Controls are as simple as possible.
- Can play at own pace.
- Adjustable haptics.
- Can switch between dragging or tapping to move objects in settings.
- Remappable controls (e.g. both buttons on left or right for people who may only have one hand).
Cognitive:
- No flickering images.
- Interactive tutorial.
- Simple clear language.
- Easy start, minimal levels.
- Easily readable font size.
Vision:
- High contrast between text/UI and background
- Simple clear text formatting
- Easily readable default font size
Hearing:
- Clear captions
- No essential information conveyed by sounds
- Separate volume controls for different sounds
Speech:
No speech in game.
General:
- Solicit accessibility feedback
- Settings are saved
- Provide details of accessibility features in-game
- Provide details of accessibility features on packaging and/or website
- I would also like to include a hint setting which players can turn on or off depending on if they want help with puzzles or not.
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