Tappy Lander is now available on the App Store for free!

Thank you for believing in this project! I can’t wait to see you all on the leaderboards!

Tappy Lander is now available on the App Store for free!

Tappy Lander

Be sure to like and follow Tappy Lander on Facebook and Twitter for updates.

 

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The Tappy Lander Podcast

In this video podcast, I discuss the ideas behind the game and the gameplay mechanics of Tappy Lander. You can see lots of gameplay in the video too. I’d love to hear your feedback! Enjoy!

Tappy Lander Dev Diary #3: UI

Because I had worked out the controls before putting pencil to paper, the gameplay UI has not changed much throughout production.

Tap left, up or right to thrust left, up or right

Sketch vs. final

The center circular button has been replaced with a thumb-shaped button because the controls need to bleed off the bottom of the screen to accommodate lots of different screen sizes. Also, there is no space between or around the buttons that allow you to see the background. Although the sketch suggests this, I felt it would be distracting. The control panel must feel like it is separated from the game completely. In fact, the top of the control panel acts like the bottom of the game screen. Other than that, the final is nearly identical to the sketch.

80s arcade control panels = good touchscreen design

Like a classic coin-op arcade game, the control panel was to be at the bottom with the viewscreen above them. Vision-obscuring on-screen controls for touch interface games is a pet peeve of mine and this layout would ensure that no thumbs or fingers ever get in the way of the action.

Don’t look down

The touch area for the three buttons extend all the way to the top of the screen and they are as wide as possible. The width and position of the buttons mean that you can control the game without looking at the buttons, removing the no-tactile-button problem which is a common stumbling block when making traditional games for touchscreen interfaces. The center button is skinnier than the others because you use the left and right buttons more frequently than the up thrust.

That’s all for the gameplay UI. Next time we’ll probably discuss the actual gameplay control experience.

Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.

Tappy Lander Dev Diary #2: Influences

I played Lunar Lander (1979, Atari coin-op) for the first time just a few years ago. It made a big impression on me and ever since, I have wanted to make a game like this.


In Lunar Lander, you try to safely land on a craggy planet before running out of fuel by rotating your ship and thrusting in the desired direction.

Gravitar (1982 Atari coin-op)

Gravitar (1982 Atari coin-op)

Gravitar focuses on flying through caverns and shooting at targets while saving prisoners. It’s very difficult and even has a level where you fly around a planet with gravity pulling you toward the center of the screen.

skydiver

Sky Diver (1978, Atari VCS)

Time your jump out of a moving plane and pull the ripcord before hitting the target in Sky Diver. Points are scored based on the accuracy of your landing. You have limited steering ability once your parachute is open and must take wind speed into account.

Sub-Terrania (1993, Sega Genesis)

Sub-Terrania (1993, Sega Genesis)

I love Sub-Terrania! Fly around a map using lander-style controls, shoot enemies and save prisoners-but with a snazzy soundtrack and nice presentation.

What does Tappy Lander borrow from these games?

  • The gameplay mechanics. Gravity pulls you down toward the target and you control your ship by thrusting in different directions.
  • You must not hit the landing pad too hard and more points are rewarded for accurate landings.
  • Get bonus points for rescuing floating vegetables, stranded in space.
  • Lots of dodging and maneuvering around traps and obstacles.

What does Tappy Lander do differently?

  • There is no fuel to worry about. Fly forever!
  • Controls are simplified: You can only thrust up, left or right.
  • No shooting. It’s all about precision flying.
  • In addition to touching items for points, there are items you must collect to complete a set.
  • More stuff that I’ll talk about in a future post!

The next post will probably address controlling the game and UI. See you then!

Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.