Platformer moves #new tricks

Playing around with the various movements options: double-jump, wall-jump, wall-slide, crouch… Forgoy slide

Retro-Progress-4 – Additional platformer movements

I included five additional movement options: double jump, wall jump, wall slide, crouching, and sliding. This is based on a State Machine system which is a very robust method, especially if you feel like adding new movements later on. I will come back to that later.

The gameplay feels fun. There is a lot of control for movement because the challenge of this game is in fighting not in moving around or reaching platforms. Moving is just a mean to dodge, take cover or prepare your next attack. In this sense, I already gave the jump a lot of controls: 1-The horizontal air movement mimics the ground movement so that the player feels jumping and running follow the same rules and 2-jump has huge variability, so that player can stop any jump immediately. This second item is still a headacke for me, as I sometime feel getting rid of the variable jump would just give better feeling, as the player can press jump once and move to the next action without having to bother keeping the jump button pressed.

I kept the same phylosophy for the movements I added. I made wall-jump so simple you can hardly failed it. Ground slide is always the same length so that you always know where the character will land (and again you do not need to bother keeping button pressed. I included coyote time (you know this small time frame that allows you to jump from a platform even if you have already fallen from it) and buffered input of course, in case you hit jump a few frames too early. There are no preload frames / preparation in action, so that the character reacts immediately.

Published by michelvgamemaker

solo hobbyist game maker at night...tired dad at day. Falled into programming and table top RPG at 10... Happy to share and discuss

Leave a comment

Design a site like this with WordPress.com
Get started