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INVERSUS Newsletter – March 30, 2016

The latest edition of the INVERSUS Newsletter has hit the shelves.

Online Multiplayer

Everyone has been asking for it, and I’m excited to say that INVERSUS is going to ship with online multiplayer! You no longer need a group of friends on the couch to play competitively. Even more exciting, I’ve already got the core of it working on Steam. Click here if you want to see a gif recorded from the first online match. It uses a rollback system similar to a modern fighting games and already plays great!

All that said, there is some new work ahead. I need to get the networking functional on PS4, add support for friend invites, handle four player matches, and deal with tons of error cases. I also want to try online co-op arcade mode (fingers crossed)! As a result, the release date is getting pushed out to late summer. The wait will be well worth it, however, and I appreciate your patience.

PAX East 2016

PAX East is right around the corner, andINVERSUS will again be joining the Indie MEGABOOTH! I had a great turnout with IMB at PAX Prime last fall, and can’t wait to meet everyone on the east coast this time around.

If you’re attending, stop by, say hi, and play a few rounds. I’ll be there all three days. Check out some more of the IMB selection in the trailer below.

Best of the MIX

I got to show the game at IGN this month as part of the annual Media Indie Exchange event and it was a hit! Judges Mitch Dyer of IGN, Mary Kish of GameSpot, and Alex Austin of Cryptic Sea Studios put INVERSUS as runner up for best game out of nearly 50 titles.

Everything Else

What better way to finish this off than a list of random stuff that’s been happening?

  • SXSW was a blast. I got to show the game to tons of new people and even did a live broadcast demo on the Twitch.tv stage. If you missed out and want to see me try to function on camera, I also did this short video interview with Chris Watters of GameSpot.
  • I opened a new Twitter account specifically for the game that is easier to search for than the company account. You can follow @InversusGame.
  • PCGamer had some great things to say in their roundup of local multiplayer games they saw at GDC. “Inversus is one of those games you play for less than 30 seconds before you’re totally sold and mumble something like ‘oh [expletive], that’s cool’ and feel slightly ashamed about your own contributions to the world. “

We’ll talk again before E3,
– Ryan




Interpreting Analog Sticks

When a game supports controllers, the player is likely using an analog stick at all times. Nailing the input processing can have a substantial impact on quality throughout the experience. Let’s walk through some core concepts along with examples from INVERSUS.

Inspection

Before tuning the analog stick, you need to know how it works. What is the hardware actually reporting when you move the stick around? Here’s what the stick inspection for INVERSUS looks like. I don’t claim this to be the best possible display, but all the conveyed information is important.

inspection_view

Before I cover each part in detail, let me present a high level overview. I was using an Xbox 360 controller attached to a PC. The top row represents stages of processing on the left stick. The bottom row is the right stick. You’ll notice that the top row has more data on display than the bottom row. This is because INVERSUS only uses the left stick and it gets special treatment. I’ll only talk about that top row from hear on, but everything still applies to the right stick for games that use it.