I’ve spent the better part of the day trying various solutions to best implement the gyroscope control scheme in RunawayJRider…
I’ve had a few experiences with various gyroscopes throughout the years but steering….. hmmmm that’s a tricky one. At least not from the onset… actually let me rephrase… my first instinct was the eventual solution. Getting the forces applied on the device and using them to increment/decrement an angle value… but that seemed too easy.
Continue Reading "When In Gyroscope Accelerate"More Control Schemes Options
We finally enabled multiple control schemes!
Of the three most requested control schemes by our players are:
- Arrows (casual mode),
- Gamepad(hardcore mode)
- Gyroscope(casual mode)
Increased Playground
RunawayJRider is ever evolving and this iteration we’re taking it to a more expansive territory. First thing in order is to increase the play area, namely width of the lanes. The task was supposed to be manual in nature, but as a good lazy programmer, I decided to tag the elements furthest from the center as “boundary” which are dynamically distanced through a variable. This has the benefit of dynamically controlling the play area. We use a dictionary type variable on objects so we can scale as per requirements without too much over engineering.
Continue Reading "Increased Levels and Gameplay Experimentation"[typed string0=”PSA: Hey #Engineers, as much as control is good, allow for noise to be part of the equation. #philosophizing #theme ” typeSpeed=”100″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]
That was going to be a tweet, but then I realized I had a tad more than 140 characters to express it 🙂
Continue Reading "Adding Noise To Consistency"only 19 days before it becomes habit?
Continue Reading "Honey… The Tractors are Copulating… Again! -.-"[typed string0=”Alright, what a wordy title! :)” typeSpeed=”20″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]
I’m going to get back to daily blogging (cross my fingers here… hard!)
RunawayJRider Gameplay Adds
The game has taken a huge improvement boost after hiring some art consultants and other “product polishers” 🙂
That being said, there’s much more work to be done in terms of improving gameplay! More game mechanics and making sure they’re balanced in order to keep the dopamine flow at an optimum level 😉
Continue Reading "Back To Blogging and C# Mono Runtime Engine Integration"We’ve all seen this scene yet some crazy ones among us have wondered about possible implementations of such technology. At the time, there were no concepts of machine learning or in my case, understanding of basic neuron operations and how those lead to patterns which in turn could possibly model voice and visual (re)creation.
Continue Reading "VertoPellis (“Shape Shifting”) Technology… Inception!"In preparation of subsequent blogs about my research in machine learning.
An overview of the project.
vertÅ (“‘turn’â€) + pellis ( “hideâ€) is Latin for Shapeshifter / Werewolf.
As its name denotes, it is a system that can mimic a sentient being starting with its voice and then visual features. It learns and assimilates from all types of relevant content. This can be but is not limited to phonic and visional content.
The grand vision is that it can be fed images, videos, and audio files of a subject and it would learn to mimic said subject through voice, visual etc.
Continue Reading "VertoPellis (“Shape Shifting”) Presentation"