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Designing for better Jumping

Discussion in 'Game Design' started by Gigiwoo, Aug 27, 2015.

  1. Gigiwoo

    Gigiwoo

    Joined:
    Mar 16, 2011
    Posts:
    2,981
    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
     
  2. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
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    3,822
    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...
     
    Gigiwoo likes this.
  3. tedthebug

    tedthebug

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    May 6, 2015
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    Thanks, bookmarked this for testing out myself. Should be handy to have them ready if ever needed.
     
  4. JoeStrout

    JoeStrout

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    Jan 14, 2011
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    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.
     
  5. tedthebug

    tedthebug

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    Another bookmark :D
     
    Gigiwoo likes this.
  6. antislash

    antislash

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    Apr 23, 2015
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    interesting thanks..
     
  7. jgnmoose

    jgnmoose

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    Apr 1, 2014
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    Great link, thanks.
     
  8. Aiursrage2k

    Aiursrage2k

    Joined:
    Nov 1, 2009
    Posts:
    4,835
    Now that little pic has alot of "juice"

     
    LMan and Gigiwoo like this.