What I needed to do
To convert the game to the mobile format I needed to revamp the control scheme:
- Tap to Jump
- Tap and Hold to Parachute
- Tap to shoot Rope
- Accelerometer to move left/right
Integrating mobile controls was way simpler than I expected, I had never done any mobile stuff in Unity or at all ever before so it was a completely new experience.
Apparently (for now) I don’t need to work with Input.touch as the Input.GetMouseButton(0) works for your usual mouseclick as well as a single tap.
To make everything else work with taps I had to convert all code with the Input.GetButtonDown(“Jump”) with a Input.GetMouseButtonDown(0), essentially replacing all Spacebar related movement with Mouseclicks.
To work with the new mouseclick system I had to modify the Rope Swinging system too: now the player has to be mid-air to shoot their Rope.
Integrating the phone’s Accelerometer required me to use Platform Dependent Compilation (the #ifs) as while all other controls could be converted to mouseclicks (eg jumps and parachute deployment) the movement would have to remain A/D for PC.
Playtesting Feedback
Myself and my girlfriend playtested the new android build and discovered a few things:
Bugs/Issues
- Respawning doesn’t respawn the powerups due to its nature and prevent progress, may need to stick to reloading scenes (no multiple respawn points)
- Background needs some differences (tiling?) as its sometimes difficult to tell if you’re moving due to the minimalist nature
- Obvious graphical hitches related to 2DDL Lighting system
- Sometimes respawning via killbox makes two players appear
Feedback
- Wall Jumping is too hard (requiring major tilts where you can’t even see the screen)
- ropeHook deployment is awkward as it requires aiming whilst others require taps anywhere
- Landing on platforms is hard, a simple element made much more interesting due to the accelerometer
- Frustrating enough to make you want to try again but not so much to make you quit (main KPI for casual games!)
For the video below I fixed the Wall Jumping is too hard by multiplying the accelerometer input by 2 to make it more sensitive to tilting.