When I decided I wanted to create Good Boy for mobile devices I wanted to make sure the controls wouldn’t be too finicky. This is one of the main reasons I decided to go for a third-person perspective; first-person controls with on-screen thumb-sticks have always led to painfully awkward gameplay, in my opinion. This is something I wanted to avoid at all costs.
I wanted the player to have a camera that moves freely, and let them choose their preferred zoom level. One of the main reasons is that the game will be available on devices with varying screen sizes and aspect ratios, so what might look good on one device might not on another. It also gives the player a reason to look around, and find clues that might be hidden in the environment; it is a puzzle game after all.
I spent some time getting the rotation and zoom to work how I wanted. I had a problem at one point where if the player switched between panning and zooming in quick succession it would cause the camera to jump. Mobile games I’ve worked on before only ever took advantage of 1 finger touching at a time, so it’s been interesting learning how to take advantage of multi-touch.
After a few hours of tweaking I have a box that can be rotated around, and admired both close up and from far away.