Tuesday, January 29, 2013

So we have a few pictures of development so far, but we haven't really outlined exactly how the game functions, which is half of the entire game. It's a relatively simple concept. The game is a platformer, and as such, every aspect of player-game interaction needs to make the flow of movement be spot on and instant. What we attempted to implement was similar to a game like Super Meat Boy, which has incredibly tight controls. What this means is an absence of momentum, first of all, instant movement in any give direction, including jumping and falling, and instant changes in direction for the tough moments that demand pinpoint precision. For example, when the right arrow key is pushed, the character will immediately begin to move to the right at a constant, and more importantly, IMMEDIATE speed. When the right arrow key is released, the character stops in his tracks. He doesn't slide as if on ice or slow down at all, he just immediately stops moving. The purpose behind the choice of INSTANT movement was the idea that the game is merely an extension of the player. You shouldn't have to deal with clunky, slow moving, obtrusive controls in order to play a game. With what features we currently have implemented, it's pretty simple. Right arrow key to go right, left to go left, and space bar to jump. We're also experimenting with double jump right now, which works better than we expected. Obviously, you just press jump while in the air to perform a secondary leap.

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