zebra barcode printer in vb.net 5: TanZen and Zentomino in Objective-C

Generate QR in Objective-C 5: TanZen and Zentomino

CHAPTER 5: TanZen and Zentomino
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Figure 5-9. The puzzle selection screen allows the player to choose any puzzle to play.
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The final, and probably one of the most emotionally satisfying features of TanZen, was the progress tracking. Every time a player completes a puzzle, the game marks that success in the puzzle selection screen by showing the pieces they used to solve it (see Figure 5-10). This simple feature was designed to play into users emotions, making them want to complete another puzzle, then a page of puzzles, and ultimately, the entire game. The puzzle-selection screen doubles as a trophy case!
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Figure 5-10. Tracking the player s progress gives a sense of accomplishment.
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Words We Don t Need No Stinking Words!
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TanZen uses very little text for a few reasons. For one thing, text doesn t help players solve puzzles. Also, it takes up space on an already-limited screen. Finally, the App Store is available all over the world. Could I possibly create a game that is universally understood without written language I decided to try having no text in the main
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CHAPTER 5: TanZen and Zentomino
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portions of the game! This decision led to the elimination of puzzle titles and all textual notifications of any kind. Given the limited space of the device, and the worldwide market it s sold in, are there ways you can simplify your interface, so that it can be attractive to everyone
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As I was developing the game, I was coding in a bubble. The App Store didn t exist yet, so I had no idea what the proper interface for an iPhone game should be. Apple s only advice to developers was to make simplified versions of what we d make on the computer. Well, to me, that meant fewer features. Fewer features meant fewer buttons. For my game, I knew I needed a few options on the game screen. Also, all the standard iPhone applications had an Info button to get to settings and such, so that button seemed required. I also needed to offer players a way to get to the puzzle selection screen. Did I need anything else My oldest daughter suggested that the game needed a reset button to send the pieces back to the default locations. I nixed the idea, as it didn t seem vital to the game experience, and having three buttons would create an uneven interface. I considered having a single button that brought up a sublist of button choices, as well as mapping the same sort of thing to a double-tap action on the game surface, but both had drawbacks. The single-button version sounded a little complicated, as it would add another subwindow to the screen. I wanted to keep things simple. The double-tap idea ran the risk of being confusing and hidden from the player. When in doubt, keep it simple, and keep it clear. Two buttons it is, one in each lower corner of the screen (see Figure 5-11). If you re having trouble deciding which features to include in your application, try making a list. Separate the required features from the unnecessary ones. Then decide which required features will be used the most. Those are the features you need to include in the primary interface, so they re always easy to find.
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Figure 5-11. A simple two-button layout
CHAPTER 5: TanZen and Zentomino
When Is a Game Not a Game
By this point, it was about a month before what most people considered the first possible App Store opening date the week of Apple s Worldwide Developers Conference (WWDC) in the middle of June 2008. I now had the basic workings of the game done. There were buttons, pieces, a puzzle selection screen, and a reasonable, if not perfect, way to manipulate pieces. It was certainly a playable game. To be honest though, the game was not even close to something I would ve wanted to present to the public for sale at that point. It just looked like a standard tangram game, similar to what you could play for free on the Web. What would make people pay for this game We all know when we re playing a good game. But what makes it a good game Is it the rules or the obstacles you have to overcome Yes, but that s only half of it. The other half is the presentation. Think of your favorite World War II shooter game. Would it be nearly as much fun if your weapon were a simple, single colored, stick shape Would you play the game for hours on end if the goal was to shoot fifty cardboard cutout shapes of people floating around the screen at random Of course not! Presentation is just as important as the game play itself. Players want to be immersed in the game and forget the world around them. Give them a theme to grab hold of, so they can form an emotional bond and fall in love with your creation.
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