Skip to content

Karios

Tech news

Support me 1

Gaming History Podcast (GR)

  • Gaming History – Επεισόδιο 22 – 3037/2002
  • Gaming History – Επεισοδιο 21 – Playstation 1
Primary Menu
  • Home
  • Books
  • Articles
  • Games
  • DIY
  • Retro
  • Gaming History Podcast (GR)
  • Contact me
  • Apps
  • Development
  • Games
  • General
  • PC
  • Windows Phone
  • Windows Phone

A feature I miss in Windows Phone game development

karios Posted on 14 years ago 2 minutes read

I never owned an iPod. My portable music needs were satisfied by various other players, like an iRiver and a Zune HD. The latest was the one that also proved very useful when I begun developing games for the then up-and-coming Windows Phone platform. The Zune HD is an amazing MP3 player. The software was fast, fluid and intuitive (not to mention it looked absolutely gorgeous). I still use it a lot, and I am sad that it has been discontinued as a product. I always believed that Microsoft should follow the iPhone-iPod paradigm, that of having an extra product that acts like a media player, but is also able to run all the software Windows Phone can, without being a phone itself. That would catapult the platform, since developers would potentially have many more users. Oh, and I would buy one :)

Anyway, back to the feature of the title. While developing my first game for XNA, Tetrada, which essentially became my first game for Windows Phone, and then got pulled from the Marketplace, I discovered that the Zune HD hardware had a unique and amazing feature. While its (gorgeous) touch screen was capacitive (as in “reacted to touch and not pressure”) it also had variable pressure sensitivity (although I do suspect that it was implemented in an “touch area variable” way more than actual pressure sensing). So it would react like any Windows Phone, iPhone or Android phone today to touch, but if you pushed further on the screen, the hardware (and of course software) would register this push depending how strong you pushed. This little feature is amazing and gives many possibilities to game developers. For example, imagine being able to control a racing game’s accelerator or brake pedals by pushing harder. Or control the power of the shot in a football game.

This pressure sensitivity already appeared in this week’s Microsoft announcement of the Surface tablet’s keyboard, so I guess I can still hope!

I would love it if this feature returned to Windows Phones, it would make games on the platform stick out in yet another way.

About The Author

karios

See author's posts

Post navigation

Previous: Windows 8 Surface – to RT or not to RT
Next: An open letter to Joe Belfiore – manager of the Windows Phone Program at Microsoft

Related

MOONSTONE Logo with Ancient Textures
  • Games
  • Retro

Moonstone Intro 2026

karios Posted on 5 months ago
aiblackmail
  • AI
  • Articles
  • General

When an AI Chose Blackmail: Inside Anthropic’s Experiment With Claude and the Emergence of Self-Preservation Behavior

karios Posted on 9 months ago
moon
  • AI
  • Articles
  • General

When a Photo Isn’t a Photo: AI, Zoom, and the Blurring Line in Digital Photography

karios Posted on 12 months ago

Listen on Apple Music

You may have missed

A fantastical journey unfolds in gorgeous Wildwood trailer
  • News

A fantastical journey unfolds in gorgeous Wildwood trailer

admin Posted on 20 hours ago
mRNA cancer vaccine succeeded in Phase 3 melanoma trial, Moderna and Merck say
  • News

mRNA cancer vaccine succeeded in Phase 3 melanoma trial, Moderna and Merck say

admin Posted on 20 hours ago
Google Pixel 11 series review: Is the magic fading?
  • News

Google Pixel 11 series review: Is the magic fading?

admin Posted on 21 hours ago
Scientists find closest star to the Milky Way's central black hole
  • News

Scientists find closest star to the Milky Way’s central black hole

admin Posted on 21 hours ago