December 6, 2016 ryanjuckett No comments

Rollback Networking in INVERSUS

INVERSUS is a fast-paced shared-screen multiplayer game for up to four players. It is the type of game that would traditionally be local-multiplayer, and for a long time I thought latency issues would make it a poor candidate for online. Late in development, I committed to adding online support with the mindset that a “playable but […]

August 12, 2016 ryanjuckett No comments

Analog to Digital Input Translation

It’s common to use an analog input method (control stick, trigger button) to control a digital system. Maybe you want to control menus with an analog stick. Maybe you want to detect a tap or double-tap of the analog stick. Or, as is the focus of this article, maybe you want to fire a bullet with […]

July 20, 2016 ryanjuckett No comments

INVERSUS Newsletter – July 20, 2016

Here’s the latest edition of the INVERSUS Newsletter! Launch Time INVERSUS launches on August 16th for $14.99 on PlayStation 4 and Steam! That’s like, crazy soon! On top of that, if you’re waiting for the Steam version and just can’t wait one second more to get invested, you can pre-order now for 10% off at inversusgame.com or […]

June 1, 2016 ryanjuckett No comments

INVERSUS Newsletter – June 1, 2016

Another edition of the INVERSUS Newsletter is out! IndieCade @ E3 showcase E3 is as big as it gets when it comes to game conventions and INVERSUS will be joining the party. Chosen from hundreds of applicants, the it is part of the IndieCade showcase. I’ll be flying down to Los Angeles to demo the game […]

March 31, 2016 ryanjuckett No comments

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 […]

March 24, 2016 ryanjuckett 17 comments

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 […]

February 11, 2016 ryanjuckett No comments

INVERSUS Newsletter – February 11, 2016

The latest edition of the INVERSUS Newsletter has hit the shelves. Click here to read the full print or read below for the highlights. PlayStation 4 Announcement! As of this morning, INVERSUS has officially been announced for PlayStation 4 and will be available for download on launch day. I got to write up a post for […]

December 12, 2015 ryanjuckett No comments

INVERSUS Newsletter – December 12, 2015

The latest edition of the INVERSUS Newsletter has hit the shelves. Click here to read the full print or read below for the highlights. Cooperative Arcade Mode I’ve been playing around with multiple players on a team. Two players fending off the enemy swarms of arcade mode looks to be a hit! I’ve also tested […]

October 26, 2015 ryanjuckett 7 comments

Reducing Perceived Attack Delay

I have long been interested in the ramification of control schemes on a game design, and I hope this post helps demonstrate the importance of subtle input nuances. I also want to present an example of the work, thought and exploration requires when designing a responsive interaction. INVERSUS has two core attacks. A quick tap of the fire button will shoot a […]

September 5, 2015 ryanjuckett No comments

INVERSUS Newsletter – September 3, 2015

The latest edition of the INVERSUS Newsletter has hit the shelves. Click here to read the full print or read below for the highlights. Boston Festival of Indie Games INVERSUS is taking stage on the east coast Saturday, September 12 at the fourth annual Boston Festival of Indie Games in Cambridge, MA. Boston FIG is primarily games […]