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April 21, 2018
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Ryan Juckett's Blog   Expert Blogs


Currently the lead sandbox engineer at Bungie and founder of indie studio Hypersect, developer of INVERSUS.


Twitter: @RyanJuckett


Expert Blogs

Posted by Ryan Juckett on Thu, 08 Dec 2016 09:53:00 EST in Design, Programming, Console/PC, Indie, Social/Online
An in-depth look into how INVERSUS uses rollback networking technology to create a responsive and robust online experience that is hard to distinguish from its local-multiplayer counterpart.

Posted by Ryan Juckett on Tue, 29 Mar 2016 08:39:00 EDT in Design, Programming, Console/PC
Players talk to your game through the language of a controller and the translation can be messy. If you can make an accurate translation, you can make a tight controlling game.

Posted by Ryan Juckett on Wed, 28 Oct 2015 03:19:00 EDT in Design, Programming
An in depth discussion about improving the player experience of a hold-button-to-charge and fire-on-button-release input scheme.

Ryan Juckett's Comments

Comment In: [Blog - 12/08/2016 - 09:53]

Thanks I hope it helps ...

Thanks I hope it helps bring more games online.

Comment In: [Blog - 03/29/2016 - 08:39]

I was just printing a ...

I was just printing a hex dump of the full input data block every frame and looking at what would change. I didn 't see anything that could tell when both triggers were held at once, but I would love to be proven wrong

Comment In: [Blog - 10/28/2015 - 03:19]

I 'm glad you found ...

I 'm glad you found it useful r n r nI actually do have power ups that work just like you suggest. You can see a couple of them here The triple shot would definitely function as a power up type. However, that would then leave me with the ...