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 […]

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 […]