We’re definitely not close to done……. (hold your horses)
Quick documentation of how we’ve made certain decisions to add this feature as quickly as possible.
Continue Reading "Multiplayer Procedural Challenges & Convolving Feature Spaces"We’re definitely not close to done……. (hold your horses)
Quick documentation of how we’ve made certain decisions to add this feature as quickly as possible.
Continue Reading "Multiplayer Procedural Challenges & Convolving Feature Spaces"Well it comes down to dopamine on one level and fullfillment if possible. If our users can experience something pleasurable first, then we have a successful product. REGARDLESS of immediate monetary profits.
Continue Reading "Tampering With The Equation of Pleasure"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"We finally enabled multiple control schemes!
Of the three most requested control schemes by our players are:
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"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!)
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"