Not Done Yet...
GDKO Round 1 submission
Task: Create a core mechanic and a secondary mechanic that can be used for progression.
Controls:
- move: A & D
- jump: SPACE & hold SPACE (for extended jump)
- attack: J
- pogo jump: hold S + press J (when above some objects)
About Game:
- Core mechanics: run, jump
- Sub mechanics: wall jump, double jump, pogo attack
- Game Idea: the gameplay will revolve around the exploration and revisits (may include some enemies and skills in future)
Updated | 4 days ago |
Published | 6 days ago |
Status | Prototype |
Platforms | HTML5 |
Author | ForsakenVoid |
Genre | Platformer |
Made with | Godot |
Comments
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Very cute! Except my fingers hurt
also you don't need to tell the player to do everything, unless it's a stylistic choice
Thanks for your feedback. For jam round 1, this is supposed to be demonstration for the game mechanics, so I just felt it’s better to have directions. When I work on level/world design I’ll keep your suggestion in mind.
A bit robotic the movements, but It's great the game, keep up the great work
Thank you for your feedback. what do you feel i should do to remove that robotic behavior? if its because of the character appearance then I think having some extra sprites will do the trick (for now all the animations are about 2-3 frames long) if anything else do let me know.
Thanks again for the feedback.
I am a fairly experiences game dev, and there are a few things that cause it to feel robotic. You clearly have the character programmed to stop on a dime, not incorporating acceleration and deceleration into the movement. This causes the character to feel robotic. This is a good first project though, keep having fun!
Edit - another thing is the jumping, while you probably used the func that checks for a constant player input on the jump, lined up with a timer to create variable jumps, it just doesn't feel good. There should not be a constant speed at any point during the jump because it makes the movement along the y or z axis (depending on your engine) feel very unnatural (this might be intended because its a ghost, but this method is generally not a good idea). There are plenty of tutorials online for proper variable jumping, so I would go have a look. This is still a valiant project though, and I urge you to keep developing!!
Thanks a lot for pointing this out. you’re right I’m not using any acceleration for player mechanics and your observation regarding jump is also spot on. I’ll start looking into these things. for this particular project I tried to come up with my own logic for the things, there’s still lot for me to learn. it’s not my first project but I’m still a beginner in game development with few months of self-thought experience.
Thank you so much for all the suggestions. They’ll be very helpful for my future projects!..
I was exactly where you were at some point, and the only reason I knew you did that for the jump, is because I once did the same thing. I would advise you to look up a tutorial on how to apply actual physics calculations to your game. I don't know how old you are, but if you know basic algebra, it shouldn't be too difficult. While actual physics calculations might sound scary, it is actually a lot easier than winging it because thousands, if not tens of thousands of mathematicians have explained how to use these equations in every scenario imaginable, not to mention it will make your game feel natural.
Keep up the good work, I am super glad you are learning from your mistakes and constructive criticism rather than ignoring it. That mindset will help you become an excellent developer in no time!!
I’ve made some alterations in jump logic. I think it’s better that before. Tried to use the acceleration/deceleration. It does feels nice but it was somehow interfering with the wall jump logic. So I think it’s best to try this in fresh project, if I get it to work then I’ll update in this project.