Independent game developer. Made Armadillo Run
and Lucifer's Atoms
An exploration of how and why physics can provide enduringly fun gameplay.
[Blog - 04/16/2013 - 12:40]
Or you could implement the ...
Or you could implement the dead zone as a smoothly varying function, with no hard limit. The the dead zone isn 't really completely 'dead ', but just an area of reduced input response, with gradient 0 at the centre. r n r nGraphs here: r nhttp://www.peterstock.co.uk/games/controller axis curves/ r ...
[Blog - 06/14/2012 - 06:56]
[News - 02/06/2012 - 05:36]
I think I read those ...
I think I read those three questions in Jesse Schell's book. I agree that the players might be able to give a good indication of what they would like different, but not necessarily how best to achieve it.
[Feature - 09/29/2011 - 04:50]
I remember playing Timeslip on ...
I remember playing Timeslip on the PS1 back in 1999 and I always mention it to people when discussing games with time travel mechanics. Sadly it's true that many people aren't aware of it, but it certainly pre-dates everything else that I'm aware of. Best of luck with whatever you ...