Wednesday, 8 August 2012


IDENTIFY ONE EXAMPLE GAME FOR EACH FOR THE FOLLOWING TYPE OF CONTROL SCHEMES
                    SCREEN ORIENTED STEERING
  •     when players moves towards the top of the screen,the avatar will moves towards the top of screen.


-when the players want to move to forward,player must use the right error,and when the players want to backward,the players must use the left error.
-players also can use the space bar to jump.

AVATAR-ORIENTED STEERING

-the only suitable model is for first person games
-pushing the joystick up causes the avatar to move forward in whatever direction he currently facing.
-regardless of his orientation to the screen.


-this game can play with higher speed.
-this racing car games can control with using joystick.
-when players want to move the car,they can use the space bar to make the car move and increase the speed of car.
-players also can use the error left and right if the players want to turn right and turn to the left.


FLYING  
    
flying presents a further complication.
  
  •     it involves  moving through 3D while a 2D input device ,such as joystick offers the control.
  •     to move in the 3rd dimension.either with an extra button or an sdditional joystick.   
  •      the implimentation depends on the nature of aircraft or vehicles.





-this games is dogfight games
-when player play this games,they can use joystick,and keyboard.when players want to fly the jet,players can use the space bar.and whwn players want to move to the left and right,they can use the error left and right.

POINT-AND-CLICK NAVIGATION





-players can indicate precisely where is the destination ,without concerning with the obstacles.
-it is helpful in context sensitive perspective
-players cannot always see clearly how the units should get from one place to another
-due to fog of war or players has no freedom to move the camera.

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