Swiping To The Answer


I’ve got a confession to make, I love Tinder. Not because of the dating aspect, but because the swiping just feels so good. However, objectifying into a Yes or No within a couple of seconds is morally questionable. Because of that, I decided to write a game to quench my swiping thirst and not be interrupted by being notified I have a match

It feels so good

Because I do not own a Mac or an iOS device, I decided to use libGDX to build an Android game. After following the setup guides, I was all set to start making a game within an hour. Looking at the examples games, I noticed that libGDX is very similar to XNA. Because of this, I started to structure my code as I did in a Graphics/Game Engine Programming class I took years ago. Having Managers that would process multiple entities, and making each entity responsible for updating and drawing itself. However, just like the Game Industry, I started to realize that a Manager system is not the best way. In hindsight, I should have made this game in a more Entity Component way. The actual game itself could be seen as a rhythm game such as Tap Tap Revenge, Notes in different lanes travel down the screen. However, one must swipe the note into a collection bucket at the bottom of the screen when the note is ready to be. After reading a Reddit/Ludem Dare┬ápost about how to make a rhythm game and not have it fall out of sync, I decided to adopt the Conductor system described in the post. The system essentially works by tying the position of things that are dependent on rhythm to the music’s current position, and never updating a variable without applying the musics crotchet to it (the crotchet is the length of time for a single quarter note of a beat). The “Game” itself was never really finished due to other mandatory projects taking up time, so the current state of the game can be found on my GitHub Here

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