Dungeon Master Clone for iPhone – Concept GUI

(c.f. my original post here: http://t-machine.org/index.php/2009/06/28/want-to-help-write-a-simple-rpg-for-iphone/)

I’ve been playing around with GUI setups for DM / EOTB / Wizardry clones on iPhone, and thought I’d post some of the more interesting results here – I’m interested to see what other people think of each of them.

The first three are all assuming a single-character RPG, the fourth is something more like DM / Wizardry (could be 6 chars, could be 3).

Everything is clickable – small maps become full screen map, blue buttons fire spells, character portraits go to the inventory screens.

Screens with no arrow buttons require you to drag your finger forwards/backwards/left/right to move, and allow 360 degree movement. Screens with arrow buttons assume you can only turn 90 degrees at a time (like the original games), although they smoothly animate the rotations (UN-like the original games – because I have access to OpenGL to do the 3D for me).

What do you think?

concept-ss-1

concept-ss-2

concept-ss-3concept-ss-4

6 thoughts on “Dungeon Master Clone for iPhone – Concept GUI

  1. whaledawg

    First, let me say I’m a huge fan of this style of game. Every few years I scour ebay for a new turbo-grafx 16 controller(they keep breaking) to play Double Dungeons. I’ve literally spent more time playing Orcs and Elves than Zelda on my DS.

    I think a combination of 1 and 2 are where you need to be. You have to imagine the player holding the device. I need to be able to reach the things I’m constantly doing(moving and using items) with my thumbs. I should only have to reach when I go the menu mode(ideally).

    And I like as little UI as possible. A mini-map is fine for orienting myself but if I need to know where I am I’ll stop and pull the map out. Many RPGs have a tendency to have you play in spreadsheet mode.

    Also it’d be easier to compare them if you put them all on one page.

  2. Andrew Crystall

    First thought is that the mini-map need only show the locality, especially with single player where holding on it for map would pause the game.

    That said, i think 1 is roughly along the right track…I’d keep the movement there, and tap on the play area to unleash the current weapon/spell, which would be selectable (left/right arrows, or hold on it for a grid) from your selection.

  3. adam Post author

    A lot depends on how much spare time / money we have over the coming months!

    But … we’d like to get something launched in January next year.

  4. Richard

    I´ve been thinking of this for quite some time, so if you need any help just let me know. I am not a developer but, story vise and maybe graphics I have some skill :)

    Concept 1, although I feel like the movement should be done at the lower right corner.

    Keep up the good work!

    rgds
    / Richard

  5. adam Post author

    @Richard

    I’ve still got this project on a back-burner, not dropped yet.

    Just … my day job has become very busy (doing very well!)

    Im giving a series of talks on using OpenGL on iPhone in the coming months, and I’m hoping to get some more stuff working on the dungeon master game as I go..

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