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Do You Need To Jump

Discussion in 'Game Design' started by vegasanx, Jun 5, 2019.

  1. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,824
    I think major difference between sticky floor vs wall (obstruction), "walls" are easier to implement. You place at spot, and works at spot.

    Some magic floor need make sure, player is on it, don't jump over, it blocks action from different angles, just to prevent player to go into small gap. And for what most annoying may be, it prevents player from action, where action can be 100% legal. For example player want jump in parallel to gap, but not jump into gap. Then suddenly player wont be able to do it.

    As result the wall / obstruction is very simple to implement, and is least bug / issues prone, than some magic floors, which can bite back, in least expected moment during testing.
     
    SparrowGS likes this.
  2. Volcanicus

    Volcanicus

    Joined:
    Jan 6, 2018
    Posts:
    169
    From a design perspective, the sticky floor also is more in-line with the theme.
    A player will more easily accept it as a mechanic rather than a limitation.

    This is why invisible walls and other "wall" boundaries are discouraged. It's better to use terrain (hills and mountains) or a mechanic. Albeit you will need to test and QA it to avoid bugs but thematically, less breaking.

    In the original Fable, you could not jump. That is fine and all but the fact that you could also not traverse paths because of walls was very immersion breaking. Another example is Banjo Kazooie or DK64 employing textured walls to show "far environment" but in the end it just makes it look like a mess.

    Thematically, Space station silicon valley applied the walls in-line with the theme and worked out great. Same with Bioshock or Aliens-Isolation. You don't have invisible walls ruining the experience.