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November 13, 2018
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Peter Stock's Blog

 
Independent game developer. Made Armadillo Run and Lucifer's Atoms.
 

Member Blogs

Posted by Peter Stock on Thu, 13 Sep 2018 09:26:00 EDT in Design, Indie
An exploration of how and why physics can provide enduringly fun gameplay.



Peter Stock's Comments

Comment In: [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 ...

Comment In: [Blog - 06/14/2012 - 06:56]

Agreed. ...

Agreed.

Comment In: [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.

Comment In: [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 ...