Designing for better Jumping

Found this Unity article on Gamasutra (by Daniel Fineberg of Cloud Critters). Though much of it is about the code, I love how he explores the subtle design impacts of each approach.

Gigi

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Given as much trouble as I’ve had with implementing jumps, that is incredibly useful. However, the different types of jumps are useful from a design perspective!

I may need to patch The Hero’s Journey soon…

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Thanks, bookmarked this for testing out myself. Should be handy to have them ready if ever needed.

At the risk of tooting my own horn, folks who are interested in more sophisticated jumping might find my 2D Animation Methods article of interest. Much of the article (and code) is concerned with how to implement “influence” (i.e. letting the player control the height and direction of their jump), as well as how to allow double (but not triple or more!) jumps.

I do think that tweaking this sort of mechanic is what makes the difference between a good game and a great game, at least for some genres.

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Another bookmark :smile:

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interesting thanks…

Great link, thanks.

Now that little pic has alot of “juice”

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