jan willem nijman

The camera in Nuclear Throne only allows a solid square of the screen to be seen at any one time, rather than the full, 16:9 display that many games provide. This leads to the area the player can see around them being completely equidistant on all sides. This also means that the randomly generated maps won’t have to trend towards leading the player from side to side, as they can literally head in any direction without subtly guiding the player along any of them.

how 2 game juice 👌

Last updated: 23.5.2016

  • screenshake, zooming, tilting, wiggling/wobbling (hand-held camera)
  • tweening (don’t be afraid to use lerp, sometimes it looks good, when in doubt, a += (b - a) * .1), numeric springing
  • make stuff that doesn’t have to be static dynamic - like decoration and backgrounds
  • post-fx - filters, shaders, overlays… go wild (moderately)
  • 60 fps, please
  • randomisation everywhere! - sound pitching, different sfx variations (where it’s suitable), particle effects, colour tinting, names for stuff, dialogue, game over screens… again, just go wild with stuff you can’t possibly break gameplay with
  • audio panning (3D sound)
  • pretty UI elements - score interpolation (have a separate variable that slowly tweens to actual score and draw that), you can also prepend zeroes to it (this works best if you use a monospace font)…
  • speaking of fonts, use your own if you’re trying to include yourself more into your games
  • transitions (fade in/out, etc… DON’T MAKE STUFF STOP MOVING IN-BETWEEN TRANSITIONS, IT BREAKS THE IMMERSION), this also applies to audio, don’t just suddenly stop your music/ambience
  • procedurally generated stuff can be awesome if you know what you’re doing
  • choose a colour scheme and/or palette and stick to it
  • audio/visual cues are better than tons of text
  • TINY DETAILS

Basically, the bare minimum you need is tweening and variations.

And sin(). USE SIN().

Feel free to add to this list, I can’t think of anything else right now.

Stuff to watch:

At the core of Ridiculous Fishing, the player is trying to catch and shoot the most valuable fish they can in a single sitting. In aid of this, and as a method of measuring the player’s personal skill, the upgrade system is built to allow the player to A) power through some of the fish they run into on the way down, B) increase their length of descent, and C) change how they can shoot the fish at the end for maximum efficiency. These three core improvements change the player greatly, but ultimately still require a strong mastery of the skills required to advance to this point.