How To Fail At Feel Good Platformer Movement

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Doh De Oh by Kevin MacLeod
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What IS fair and what FEELS fair can be very different things in game design.

arkimedeez
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I've legit herd people unironically say jump buffering and coyote time are bad features in a platformer, their reasoning made no sense at all. ("The classics didn't have it.") You don't want to give the player a reason to blame your game for their frustrations.

Artindi
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The "NYAAA-" before "Bonk" is unironically funny af to me.

AbsoluteEmperor_A-
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Bad game design should only ever be done for evil purposes

rive_the_roseblooded
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funnily enough, the classics did have those features, the original Super Mario Bros, as well as Megaman had larger platform hitboxes than what is shown on screen in order to acomplish the same goal as a coyote time (you wont fall even when the only part of your body touching the platform is your toe), and while they dont have jump buffering, that is understandable (but you definatly should have!).

soninhodev
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what we should really do instead is just have so much coyote time that they can walk across pits and enough jump buffering that if you accidentally hold the jump button a bit too long then you end up jumping again afterwards

NikkiTheViolist
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A good example of "coyote time" would be Apex Legends

Haggart
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Like yeah a lot of the classic 2D platformers didn't have it but a lot of those games were super frustrating for example mega Man that is one of the most frustrating 2D platformers I've ever played and beaten

yesimviolet
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I would not call them bad, but you can remove them sometimes, if you know what you are doing. Most hard platformers dont have such features.

magmati
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But those mistakes are on the player, not on the design

pedrosso
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I just realised, Minecraft is a platformer. Sometimes. When people make maps or builds that turn it into one.
IS MINECRAFT A CODELESS (like when you don't code, idk how that's called, and if they exist they all probably suck severely) PLATFORMER GAME ENGINE?

CapnBlud
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