IGB 220 Platformer Development Post
Basic actions and jumping of characters & settings for smoothing the camera
Jesse Schell said that the basic elements of a game are made up of technology, mechanics, aesthetics, and story.
But before that, I think the key to driving the development of these four elements is the character controlled by the player. As the most important tool to drive the development of the game plot, the character is the most basic and indispensable element of the game, and it also determines the first feeling of the player. , so the basic move settings of the characters are very important
Actions and jumping of characters
As the most important tool to drive the development of the game plot, the characters controlled by the player are the most basic and indispensable elements of the game.
As the most important tool to drive the development of the game plot, the characters controlled by the player are the most basic and indispensable elements of the game.
The adjustment of character movement and jumping is intuitive, because the core of platform jumping games is jumping. A good jumping feeling will enhance the player's mobile experience foundation, thereby giving the player a good sense of character movement and enabling the player to continue the game.
(Personally, if I had a bad first impression of the game's movement and jumping, like wrong inertia affecting walking, or gravity affecting jumping, I would immediately consider the game a bad game. Although my views are extreme, as a game producer, this is a standard I set for myself. After all, in the future game development process, there may be some toxic players, some of whom will have more extreme views. But some of these points are very accurate reminders of these inadequacies.)
I went and checked out some developer interviews with "Celeste", they spent a lot of time designing and changing the game feel.
This is the parameter I adjusted for my character.
Settings for Smooth Camera
In order to keep my camera from moving out of the background, I set 4 red lines in the direction of the camera up, down, left, and right, and let the camera identify where the boundaries are, to prevent the camera from letting the player see the scene outside the background.
The principle of this function is somewhat similar to the function of limiting the range in the cinematic camera in Unity (although the camera effect in Unity is much better than what it achieves)
In addition, for the adjustment of the smoothness of the camera, I want the movement speed of the Y-axis to be less than the movement speed of the X-axis, resulting in a movement mode that resembles a Bezier curve.
In my previous Elevator idea, I mentioned "what abilities will the protagonist get after getting the props." So I set the rule that 'the protagonist must get the "shoe" props to perform the double jump'.
My friend Tan, Jiaxi, the core gameplay of the demo of his game Ethical Questions is a game based on the protagonist's double jump ability to avoid various traps. The double jump in my game is based on the double jump function in his game.
But in fact, when we tried to implement this function, there were many strange problems/situations.(wtf Gdevelop)
The character cannot jump twice after getting the shoes;
Or the character can jump twice before getting the shoes;
Or after the character gets the shoes, he can jump indefinitely (the character can keep going up without releasing the space bar)
In the end, when the program determines whether the character performs the second jump, we add an "Active” command to it to limit the character's command for the second jump. In the end, we successfully achieved the effect of 'you can double jump after getting the item'.
The specific effect is as follows (since GIF only supports 10MB files, the jumping picture before eating shoes cannot be recorded):
The double-jump mechanism is actually a "destruction" of the original core mechanism for platform jumping games that can only achieve simple effects. For me personally, I think this "destroyed" situation has given birth to a new core gameplay in this game. We should design a new level in the original map after the character gets the double jump.
Personally, I think that because the similar gameplay from beginning to end will make players feel fatigued, although it is a challenge for designers, it is worth it. I then have to think about when the game progresses to allow the protagonist to get the double jump function.
For a platform jumping game that can only achieve simple effects, the double jump is actually a "destruction" of the original core mechanism, but I don't dislike this design of the game. Personally, I think that players will be fatigued because of the similar gameplay from start to finish, which is a challenge for game designers to design levels and gameplay. I then have to think about when the game progresses to allow the protagonist to get the double jump function.
For jumping platform games, the "Save Point" function is a very important function, which can reduce the player's error tolerance and improve the fluency of the game narrative in disguise.
The specific effects are as follows:
Ladder & Player Interaction
The effect is indeed done, but the layer relationship of my picture doesn't seem right.
The solution to the layer problem:
Because the tutorial didn't talk about this related knowledge, so I went to youtube to find some related tutorials.
Then I successfully solved the problem.
Move the platform horizontally/vertically
A classic design element that must exist in platform jumping games.
The specific effects are as follows:
This is a feature I stumbled upon to try, inspired by the invisible bridge in the snowy mountains in "Elder Ring".
As a video editor who has been working for 4-5 years, the "Opacity" feature is all too familiar to me.
So I imagined that if the opacity of the block was set to 0, would they still be able to complete the "platform" function?
After experimenting, I succeeded.
The specific effects are as follows:
*I wrote a follow-up to the new mechanic that further spawns this effect in the next post.
This is one of the most basic elements of CMS-style map level design (箱庭ゲーム), which blocks the player's original path and makes them have to open up a new path to achieve the purpose of exploration.
The design idea here is inspired by the process by which pitcher plants hunt insects.
Placing an item that is a "reward" for the player, when they go in and pick up the item, blocks the original path, so the player is forced to do a new exploration.
The logic of the function implementation:
The red area is a reward item that attracts players to come over.
The blue area is the trigger point that makes the door stop moving.
The green area is the trigger point that triggers the door to close after the player walks into this area.
The specific effects are as follows (version without gold coins):
In the workshop, I saw a demo of a person's game. When the character dies, there will be a death effect, which looks good, so I went to Youtube to find a way to achieve it.
The implementation logic of this effect is very simple, first design a particle emitter for the character when it dies, and then trigger it when the character decides to die.
The specific effects are as follows:
Jesse Schell. (2018). The Art of Game Design. A book of Lenses, Thrid Edition. Publishing house of electronics industry.
Yousazoe, 2022. The development story of "Celeste". [online] Fl0w3r. Available at: [Accessed 22 August 2022].