Working on the Touch to Move System for Warlock of Firetop Mountain
Programming Functionality for the Weapon Touch to Interact Object

Touch to Play Controls

We decided to design The Warlock of Firetop Mountain as a casual hard core game referred to by the kiwi’s as casicore. This means a game that is involving, innovative and immersive but is also dead simple to control and allows anyone to pick up and play. It’s with these principals in mind that I worked closely with the designers and producer to design and then build the touch to play control system for The Warlock of Firetop Mountain.

Controlling the Warlock of Firetop Mountain

Touch to Move

We were building a game for a touch screen device so to move, the player simply has to touch the screen at the destination they wish to travel to and the character will move there. If the player wishes to turn around they simply need to touch to left, right or even behind the character and he will move and turn to face that direction. The main advantage of this system is that the screen is not obscured by thumb sticks, buttons or other old fashioned controls and instead the full screen is available to display the game world, which really helps with player immersion. The system works by tracing into the game world from the point the screen is touched and the performing various calculations and checks to find the closest movable position to the point of touch. Touches that are completely irrelevant to movement, such as a touch halfway up a wall, are ignored. The code for the touch to play system is located in our player controller class.

View Player Controller Source Code

Touch to Interact

I implemented a touch to interact system, which allows players to simply touch an object in the game to interact with it. Objects that are touchable have a glowing indicator floating above them to differentiate them from other world objects. When the screen is touched the system checks whether or not there is a “touchable” object at the location of the touch. If an object is touched and the player is close enough the movement code is bypassed and instead the interact functions for the object are called. These functions can do a multitude of things from adding a potion to the player’s inventory to opening a gate or activating a cutscene and are even used to transport the player from one room to the next.

Originally the player had to be close enough to an object to interact with it but due to feedback we received from play testers, I have improved to code to allow the touching of objects from any distance. If the player isn’t close enough then the character will automatically walk up to the object before interacting. A few example of the source code for particular objects can be viewed below.

Treasure Chest Potion Shield Pickup Scroll Lever

View FFObject Base Class Source Code