[typed string0=”One of our flagship products is getting the multiplayer treatment!” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]

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"
[typed string0=”We all have a product and we\’re trying to “improve”…” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]

What Do You Mean by “Improve”?

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"
[typed string0=”When I first got started with computers, Morocco was a land that had little legal shops for products…. hence hacking and cracking games/tv was justified ;)” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]
It wasn’t long after when I reached my teen years, that my mind decided to overly develop my conscience. Slowly the shadow of guilt of breaking into people’s hardwork was keeping me awake (see pre18 work). I’m sure the game development documentaries shown on such epic and still running channels such as GameOne played a huge part in building empathy with my brethren in other continents (a sample; excuse the french 😉)
Continue Reading "Dancing With Hackers"
[typed string0=”Missed yesterday -.-….. ” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]
I sometimes yearn for the Doom days where hardware was more constrained and more importantly consistent!!! Today it is baseline, to develop on various screen sizes… how dare you complain!
So let’s talk about UI (User interface) and how it  scales with different screen sizes….
Continue Reading "UI At Every Size"

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"
[typed string0=”Aaannnd I missed March 10th -.-… I\’ll try to do two blog posts today! ” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]

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)
Continue Reading "Controls Schemes & Smash/Pass Obstacles!"
[typed string0=”Yikes I missed yesterday\’s blog! I blame errands, but will improve on consistency :0 ” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]

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=”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"