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jonathanluitjens

Platformer Concepts - Dive Revamp Planning

Heya to everyone once again, new week means new plans and/or developments.


Last time, it was talking about the Coyote Time jump mechanic,

This time, it's planning about the diving mechanic itself.


I've got to get that all re-coded, as the current code leaves a lot of problems when movement keys are held down AND when they're not. The challenge begins at one thing, and the topic for today, HOW I want the dive to work.

Right now, there is three ideas of methods that work kinda differently from eachother:

Option A,

Learned after thinking about it actually has similarities to Sonic Superstars, due to starting to play Superstars about 2 days after, but to a lesser degree than that source.

This one would have Moof set into a much more slowly dropping state where you can pick angles (up to 3, Forward, Up angle, and Down angle) and let the dive go to launch him in that respective angle/direction.


Option B,

Probably the more simpler ended ones of the three, a simple diving state when held down, but if wanting a shorter/earlier ended dive, the option to let go of the button to drop faster, the con so far is having to hold it down seems a bit odd, and C honestly kinda does the second function a bit better, so it's more about if C is oddly too strong with it's addition or not to contemplate B.


Option C,

A slightly stronger form of B, with a different function method added too. In simpler form, it'd go from the holding down method to two presses, where the first is the dive itself, and the second doesn't drop the Moof out of it outright, moreover it makes a hop out of the dive, at a small jump height as to not be too strong, but it cuts out the horizontal momentum quite a bit, to either make it up a ledge BARELY missed, or to prep yourself over a spot of landing before the dive naturally would let you as it is.


I already have the sprites made, it's just about what I want the dive to do, and to the specifics, how it will work, then actually making it work.


The challenge is mixing ease of use, function that can be used instead of feeling unjustified, and making it feel good TO use. A tough trio to get down all at the same time, but really, considering the other features like the Coyote Timing, shouldn't be all too unfamiliar.


These are things I will have to experiment with, and pick the method I will be working on, a process of which I will talk about as it is being done, but that is only done in time.

So, for now at least, that will be all from me.

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