Platformer Project - Dive Test; Chains and Bounce Off mechanic V1
- jonathanluitjens
- Aug 14
- 2 min read
Hello everyone again, I'm back again with a quick to explain this time entry, the trial and error to make it work however having been less quick.
In a short form, I DO have (at least trial run version of) a proper kick-off from a Dive, the ability to launch up for height and be enabled to chain dives back to back in spaces where able.
And to a much smaller degree, bucket-fliers do drop a broken bucket when hit, and they do fly off in the right direction they're hit from.

In long form, in functionality I have a basic run of most of the dive mechanics in use, minus most of the flair, and dealing with one minor bug with it and the wall jump mechanic specifically.
I want to release the demo-room soon, so will save the more minuscule explanations for that as a grand compilation, but in a general sense the dive serves a few functions all together
It can dive for fast and direct horizontal distance to make bigger gap jumps It can be cancelled out of with a jump for more vertical aid at the cost of not working in cramped spaces well
It can hit enemies and chain off more for skill based pathways and even more distance of the X and Y axis
And it can deal damage to enemies with spiked tops or other obstacles needing a precise horizontal attack to get to.
Right now I want to add some visual flair, get sound effects maybe, set up a small room using the enemies layered around as a proper example space, and hopefully soon make a playable test run to get people's opinions on.
I do have a corner I can use, so there's a good area to sculpt with and not have to mess with the rest of the room to do so. I'll see what I can come up with when earliest able.

Though that will come in time as it still needs to be implemented, so for the time, that'll have to be all from me for now at least. I hope I can show more further along progress soon



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