Help with mobile input design

I got it to work on the third go. The UIs being so close is annoying though.

I am trying to work on padding but I cannot seem to adjust it well enough so that everything has its own screen space without clutter, working on it as I type

1 Like

Alright. I noticed that camera repeatedly flips to view behind the car whenever I stop and resume driving. Is this meant to happen?

Have you tried playing now? Issues with gui sizes are repaired

May I suggest you young achievers settle this with a good ol roughhousing in the Democratic Republic of Congo.

4 Likes

Hey birthday boy. I’ll do it tonight.

2 Likes

i think the controls are a little confusing without some sort of tutorial, as i was tapping the accelerator and nothing was happening. didn’t realise you had to slide it. i feel its a little too sensitive too, but it’s not too bad once you get used to it.

i think the ui is a little bit big for mobile too; the gagues take up a lot of room, and the actual driving controls need to be closer to the left/right edges. having to place my thumbs in the centre of the screen to drive is somewhat uncomfortable.

a gear stick would be a nice addition lol

tested on a Nokia 7 plus.

1 Like

If at all possible, I’d suggest putting the wheel in the left corner and the pedals in the right corner of the screen, and use different gagues when the screen size is too small - semicircular and hugging the bottom middle of the screen to save space.

It somewhat loses the car layout you’re trying to create but this placement is more natural to use on a small device.

The controls work, but they should be much closer to the edges of the screen, and I’m not sure if I’m feeling the wheel and the sliding on the pedal to drive. Maybe include options to have different types of controls, for example where instead of a wheel there are two buttons - left and right.

Ok I will take these ideas into consideration. My main goal is to implement tilt throttle and tilt steering which allows full vehicle control with tilting. It will most likely be a togglable feature. Once I get around to it, I will also work on combining gauges so they look more like the ones in the Need For Speed series:

In my opinion, especially with a racing game like this, I think this is how you should handle mobile input

  • Automatic acceleration
  • Brake by touching a region on the screen ( left side Imo )
  • Steer with mobile device accelerometer ( make sure to tilt the camera with the accelerometer so the user can still see straight while turning )

Fine control of the throttle and brake are not required on a mobile game. Just make the buttons work flat out.

Ive thought about automatic acceleration but it would be more difficult to control drifts and skidding and the brake is also used for going in reverse. It also would not let you idle. I used analog input because you can easily slide up if you like full throttle but it offers a way to drive the vehicle more realistically and even brake smoother and it is not 0-1 like with a keyboard which is a huge problem if your car has like 1k horsepower and disabled traction control

If the user can’t let go of the screen, it’s bad UX. I don’t want my finger stuck on the throttle. If you want to keep it analog, make it stick. I should be able to floor it, let go and still be flooring it.

The placement of your UI elements is hell for my fingers tho.

1 Like

Another idea i had in mind was a reason to use the mouse, a gear shifter with the gearing setup of the car that can be dragged on mobile and pc. The clutch would automatically disengage when dragging it.