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1076110 Posts in 44164 Topics- by 36130 Members - Latest Member: D3CENT

December 30, 2014, 11:17:39 AM
TIGSource ForumsFeedbackPlaytestingPlatformer Prototype
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BLK Dragon
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« on: March 12, 2014, 12:19:10 PM »

Description

This is an early prototype of platformer.

I'd like to have a feedback on player movement and controls.

Goal of each level is to find and break all the dark crystals to un-darken the world,
and not to die in the process.



All models/textures/animations are currently programmer's art and placeholders.

Current build has tutorial level and two 'real' levels.
download current build (~9Mb)


Controls

It's meant to be played using gamepad -- wired X360 controller or DualShock4, other gamepads may work too but I'm not sure about button mapping.
(all on-screen helps is using DualShock button names)

There are keyboard controls too (not very usable though):
cursor keys - run/jump
CTRL- grab
Z - punch
X - dash

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Sean Hogan (seagaia)
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« Reply #1 on: March 12, 2014, 02:41:54 PM »

can't figure out how to wall jump, dying every time i fail to do so is a bit annoying. would b enice if the vertical deadzone of the camera was bigger since it's a bit jarring to have the camear move each time i jump. (I used keyboard which you don't recommend so maybe that was part of the issue).
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diegzumillo
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« Reply #2 on: March 12, 2014, 05:14:36 PM »

Played with an xbox controller. I'll try to focus specifically on the controls on this commentary.

Took a while to get used to it but after that I was swooshing all over the place, doing complex maneuvers mid-air etc. I'd say it works, but that's not saying much. Good or bad really depends on what you are trying to achieve. For example, Flashback, another world and prince of persia (the old one) are all very restricted, the player is stuck to a grid. That doesn't mean it's bad, it serves its purpose. These games would break if the movements were fluid and free.

So, yeah, what are you trying to do? I noticed the attack button mid-air makes the character stand still in air for a short time, that is common in hack'n slash kind of games, where you can perform combos while jumping etc.

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BLK Dragon
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« Reply #3 on: March 12, 2014, 09:56:13 PM »

can't figure out how to wall jump, dying every time i fail to do so is a bit annoying. would b enice if the vertical deadzone of the camera was bigger since it's a bit jarring to have the camear move each time i jump. (I used keyboard which you don't recommend so maybe that was part of the issue).

You can perform 'wall-jump' only when grabbing the wall (holding grab key/button).
And yes, doing all that stuff with keyboard doesn't feel good -- I've added kb controls only for quick-debug actually.

On camera, I've tried dead-zone on horz & vert movement (like in Mario) and that didn't felt 'right'.
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BLK Dragon
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« Reply #4 on: March 12, 2014, 10:21:00 PM »

Played with an xbox controller. I'll try to focus specifically on the controls on this commentary.

Took a while to get used to it but after that I was swooshing all over the place, doing complex maneuvers mid-air etc. I'd say it works, but that's not saying much. Good or bad really depends on what you are trying to achieve. For example, Flashback, another world and prince of persia (the old one) are all very restricted, the player is stuck to a grid. That doesn't mean it's bad, it serves its purpose. These games would break if the movements were fluid and free.

So, yeah, what are you trying to do? I noticed the attack button mid-air makes the character stand still in air for a short time, that is common in hack'n slash kind of games, where you can perform combos while jumping etc.


I'm trying to do 'fluid' and controlled movement -- like 'modern' Prince of Persia (Sands of Time). Or more like Muramasa. Or Kung-Fu Rabbit (I've actually written player-movement after playing it -- to test if some problems can be solved).

I'm not restricting player to the grid (hate grids) -- game world can be pretty arbitrary geometry actually (movement restricted to XY-plane). There are restrictions on where you can grab the wall. And of course you can't go higher that double-jump and farther than double-dash in air.

Attack does stop vertical movement, that's intended behavior; it's just no restrictions on max consecutive air attacks, yet. I've planned parts of levels where you should do things like 'jump up, destroy obstacle, air-dash forward' -- falling down during attack will be annoying in than scenario.

I'm still not decided how much combat need to be the game -- original idea was that game more about exploration/acrobatics than combat. Currently you can't actually kill enemies at all, only avoid being killed by them.
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diegzumillo
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« Reply #5 on: March 12, 2014, 10:24:45 PM »

In that case you are definitely in the right direction. Now is just a matter of testing it under different circumstances and tuning. I would also experiment with higher speeds and some momentum (inertia).
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BLK Dragon
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« Reply #6 on: March 12, 2014, 11:02:49 PM »

I would also experiment with higher speeds and some momentum (inertia).

I think inertia should be really small -- you typically want to stop (horz movement) almost instantly, rather than slide to your death (toward abyss or enemy/hazard).

Actually, inertia drove me crazy in KungFu Rabbit, it's next to impossible to go to edge of block and slowly jump down the wall -- you usually end up moving too far in horizontal direction.
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