Previously on DeadZone: In The Part One, our capsule man couldn’t sit still thinking of all the fun he could be having in Part The Two. Little did he know that we added a signal threshold, locked him down to the ground! Welcome, to DeadZone: The Part Two: The Square DeadZone: Colon Central.
Apologies in advance to anyone who feels this set of articles is a bit obvious. DeadZones, right? If you don’t have them confused them with a Jason Statham movie, you know what they are, and why they’re there. They’re self evident. Right?
Well, yes, admittedly yes. Mostly. Dealing with deadzones is so straightforward in practice that no-one really ends up talking about the subtleties. There are like, 5 subtleties, I’m guessing. Missing these subtleties creates the creeping irritations which undermine a game. So subtle are these that most players won’t be able to articulate why they’ve not been able to engage fully with the game.
In the Spirit of “Do, Don’t show”, I’d like to open this series on the XBox 360 controller to let you feel what’s really happening when you use a half decent joystick. And the truth is, what goes on under the hood is uglier than you think. After this, you’re going to run up and hug the first developer you know who has gotten their control scheme just right, and whisper tearfully in their ear “I’m so sorry… I didn’t know!” Continue reading
Before I go into practical articles (they’re on the way, slightly waiting for Unity 3.5), allow me one post to explain, or excuse (or whine) my way through the reasons for starting a blog about Kinaesthetics.
This is a blog about Kinaesthetics.
What’s Kinaesthetics? Wikipedia links this question to Proprioception (more or less a human’s true “Sixth Sense” – their sense of presence in space), but for the sake of this blog, Kinaesthetics are the “feel” of being in a videogame – virtual proprioception, symbiosis of man and machine, the texture, colour, and flavour of the interaction. Continue reading
Ludopathic is a site about Kinaesthetics: the art and craft of interface design: Controllers, control schemes and all the forms of feedback which make you feel proprioceptively immersed, or at least make you feel something.
Ludopathic is written and researched by Aubrey Hesselgren (@HilariousCow). Aubrey has been making games since 1999, designing and programming for companies like Splash Damage, Preloaded, and Streamline Studios. He also has a healthy relationship with the indie scene, and has worked on projects with Tommy Refenes (also a noted Kinaesthete) and Ed Key. He has a particular interest in how the natural affordances of interfaces inform, and sometimes dictate, the design of a game.
Aubrey has worked in a range of different 3D game engines including idTech 4, Unreal 3, and Unity 3+. He has experience developing for Mice, Keyboards, XBox, PlayStation, and Steam controllers, touch screens (iPads, iPhones, Android varieties) and the Oculus Rift.