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TopicI've been working on a 3d platformer game (in unity)
PiOverlord
02/25/24 1:29:20 PM
#41:


TheGoldenEel posted...
Oh yeah, movement is critical.

my general idea for how Im approaching this is to implement basic movement, get height and distances set, then use that to build out a basic level (what Im working on now). Then Im going to work on refining movement with things like adjusting acceleration and speed, floatiness, etc
I think that's actually a great approach. It's probably what I think Nintendo does super well over any other platforming series. Mario games, at least 64, Sunshine, and Odyssey, have incredible depth to the movement mechanics. At the same time, you can beat any of those games with just the most basic jumping; the games, even at their hardest, don't really make you use it.

It makes it where it almost feels like you have two different games; you play it the first time just doing basic things because that's all the game asks of you, but the incredible hidden depth of these games allow you to really test out the movement by performing incredible skips and tricks, even without glitches that open up the game in a way you didn't know possible. The best part is this depth isn't really hard to access as a new player either once you get the hang of all the mechanics of the game.

I feel like other series either have pretty basic movement (Galaxy included; it's tricks are more centered around abusing the gravity of the worlds than the depth of the movement itself) that don't really allow you to do crazy things or the games require you to do very hard things, which means there is usually a specific way you have to go about beating it.

I don't think that approach is bad; I love games like Galaxy, but while it's the atmosphere and level design of Galaxy that helps it; I think a game like Mario Odyssey is just really fun to goof around and do nothing in for an hour just fiddling around with jumps and speed tech.

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