Touch screen controller dilemma. Looking for input!

Ahem, please excuse the pun.

So, I’ve had a hack 'n slash type of game in mind for quite a while, and have started on a GDD recently. However… I’ve bumped into a bit of an issue regarding the complexity of controls. For instance, you have your traditional 8 walking directions on the joystick, one button for attacking and one for jumping. Simple enough for a phone/tablet game, right?

Now, the tricky thing is that I’d like to add more depth to the game by being able to execute more actions (special moves, as an example). I see a few different “solutions” to this:

  1. Add one more button to deal with it.

  2. Have enemy/stage specific actions that could be preformed without the use of extra buttons.

  3. Using special joystick motions, like Street Fighter.

  4. Adding one more button would conveniently solve the problem with a one button solution… At the expense of screen real estate. Two buttons are fine, but for a smartphone, three buttons plus the virtual joystick would make the screen rather cluttered, right?

  5. This would solve the screen clutter issue, but it would involve a whole lot more development work in general, from ideas to designing and programming.

  6. I’m a huge fan of fighting games, and would be picking option 3, personally. But what about everyone else who isn’t quite as proficient, or keen on such controls? Not to mention the added difficulty of performing such motions on a virtual joystick.

There’s one more option which I haven’t added on the list, as I don’t think it’s a good idea at all, but just in case… Screen swipes/drawing to use special moves. The drawbacks are obvious on this one.

So, to finally get to the point… What’s everyone else’s opinion on a situation like this? Do you think any of the options actually sound viable, with or without tweaks? Or would you have any other/better way of solving it?

Have you considered a hybrid approach? Excuse the crude mockup:

So for the sake of argument, the green button could be the attack button. Maybe, when a special attack is available, it could give a flash or indicator of some sort and you could press on it, and then swipe up:

Maybe this is how Street Fighter worked, I’m not one for mobile fighters, but it could add what you need.

Interesting that you used that game as an example. I believe it uses that third option I mentioned, now that I think about it (also developed by Capcom, coincidentally. Not sure if you directly intended to use it as an example for this purpose!).
Hmm, so it would be something like a hybrid of option one and two then, if I understand correctly? Perhaps a little bar could fill up, that is depleted whenever a special attack is used in that way… Hmm, I think that approach could work too, yes. Thanks for the input!

Sorry for double posting, but I’d like to bump up the thread for more opinions/ideas if possible!

On a personal level I really dislike touch screen games that try to emulate old input methods, and really dislike those that use virtual joysticks and several buttons on screen. I always find my finger eventually loses position on virtual joysticks, meaning i have to re-place it, which is annoying. Therefore on a personal note i’d rather see a 4th option that examines how to replace those old input methods completely :wink:

As to the special moves have you considered

  1. hold touch on the button - to ‘power up’ a special move - ie quick taps do quick short attacks, hold down for longer, more damaging attack.
  2. Double tapping to perform special move.
  3. Two finger tap

etc

Maybe you could use the gyro to trigger the special attacks with a shake?

I also dislike Virtual Joystick.

I would use that :

tap the screen : if the tap is on the ground then “move to”
tap the screen : if the tap is on the head of an enemy then “punch”
tap the screen : if the tap is on the legs of an enemy then “kick”
if tap move from player to ennemy then “special move” (it takes longer to make so it’s more dangerous for the player : if the enemy is not knock or stunt, then he can quicky punh the player and stop the special move)

the MarigoldFleur is also quite interesting