Fiernaq great suggestions, why don't create thread for them?
I like second solution very much!
I have nothing against black screen outside of the map. I've played Angband a lot.
I was confused with the current screen movement when map movement changes depending on how close character is to the edge. This takes time to used to and even now it is hard to determinate how close to the next area you are. I used to edges marked by line, color gradient or fadet tiles.
I like everything standardized, and don't like things change their behavior by their own reasons discarding my intention. So I'd prefer to have better control than let some interfaces decide what is comfortable. That is why I don't like many of modern automatized so called "smart" decisions. But this is another topic.
I think centering character will let to use edges of screen like arrows on the game-pad without "finger in the way" problem.
Angband, Nethack and other rogue-like games have this option in manu. I think implementing centered positioning is even technically easier than current one. Which suppose to leave more map visible and to be more aye-pleasant but not so comfortable.
I think transparent little arrows on the edges of the screen will help to used to drawn area for 8 directions. Once this picture is imprinted in memory you could disable this in menu. Current d-pad doesn't takes in an account that people play today on touch screens with both fingers. I don't now if everyone, but I do
I less like 1st solution, because I think it will lead to very often changing of modes, and after all this will not solve problem of movement accuracy. It could make it even more problematic when game considers some approaching as dangerous distance and doesn't let you enter this square. Or gives you "smart" solution and moves you in those square which you don't want to move. It also rises other problems with narrow passages.
This also looks like game game plays by itself, not you. If you didn't reacted and stepped on the monster it is game situation, and it is honest (as long as game control is honest with you), but if game moves you to some square because of danger before you even realize this - it is cheating.
What next? Let the game chose better weapon and fight for you
I'm joking
But there are a lot of such stupid games in the android market. And I was happy to find Andor's Trail, beside legion of stupid “press next-next”, sissy-anime-boy, pay-for-cool-weapon games. It is true there is not much games which made people write mathematic formulas or hesitate between quest decisions.
More about 1st solution. What if you hope to slip through the risky square and than go on with your safe trip? You will need to do 3 actions change you mode, slip, and change it again. When with accurate control you just need 1 action instead – just move. Moreover, with current NPC movement this is impossible, because while you changing your modes NPC moves to another position. At the same time with more accurate system of movement you don't need to switch, you don't separate from the game, you just keep on playing.
First one is easier to implement, it is clear and simple.
lvl: 34, HP: 79, AC: 231%, AD: 19-27, AP: 2/12, BC: 22%, Move Cost 4
Equipment: QsD, JoF, Villian's ring2, Villian's armor, HPG, Coward's boots, Fine green hat, Wooden defender
Skills: IF2, Ev3, Re1, CS2