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I started a new side project that I hope will be smaller in scope and time
requirements to finish than my main project. There are a few important
skills I have yet to master before releasing a game. So far in all my
projects I've really only worked on actual gameplay. I still have no idea
how to do game saves and I’ve barely touched menus and scene transitions. I
would also like to learn about localizations and controller support before
releasing anything. If I can get efficient at these things I will be able to
make a bunch of small games for mobile and hopefully make a few cents from
mobile ads. It’s also important for me to be able to showcase completed
projects to gain support and media attention in the future.
The new project will be a 2D platformer, one of my favorite genres. I’m
going to get all my art and sound assets from openGameArt.org and itch.io
because I don’t want to be slowed down by needing to create my own assets.
The point of this project is to see how quickly I can release a game that I
am actually proud of, or at least not embarrassed by, so using royalty free
assets will be a huge help here.
So far the project has been really fun to work on. I’ve implemented a few
techniques that the pros use to make the game feel more responsive and
satisfying to play. I might make a tutorial for them in the future.
I'm super excited about this new side project. I didn't realize platformers were so much fun to make. Maybe I'll release this as a free mobile game when it's done. #screenShotSaturday #indieDev #gameDev #indieGame #gameDevelopment #indieDevWorldOrder #godotEngine pic.twitter.com/k8PBdfGeY6
— PhonoForest GameDev (⌐■_■)ノ🌎 (@PhonoForest) May 23, 2020
Coyote Time: This is where you allow the player to jump a few frames after
they have already left the edge of the platform. It’s just enough that it’s
not noticeable to the untrained eye buy when you turn it off you will dearly
miss it.
JumpBuffering: When the player presses jump a few frames before they are
actually touching the ground the jump never happens and the player will
probably be upset. “I pushed jump, just do the thing!” Jump buffering will
cause the player to jump right as they touch the ground even if the player
is a bit too fast.
Variable jump Height: This one is obvious, just hold the jump button longer
to jump higher.
Variable Gravity: Trying to implement realistic physics in a 2D platformer
usually ends up being less than optimal. It doesn’t feel satisfying. So in
many platformers Gravity is turned down while the player is jumping upward
and turned up when the player is falling. This causes the player to hang in
the air at the top of their jump for a fraction of a second, giving them
time to control their direction, before slamming down quickly onto the
ground. It’s much more visually appealing as well as fun to play.
These techniques as well as some other cool platforming mechanics will make
for a great feeling game. I’ve already got wall sliding to work pretty well.
I want to implement double jumping and a mid air dash attack with cool
trailing animations and sound effects. And some kind of ranged attack. I
also want these to be unlocked when the player finds special artifacts in
the ancient ruins.
My plan for the overall game design is pretty much all worked out. I want to
keep it as simple as possible so I’m just going to use the one tileset with
different effects and overlays to differentiate the different areas. I’ve
already implemented an effect where the deeper you go the light dims and the
fog becomes more visible. I can also change the background ambiance sounds
and change the amount of reverb the player makes for smaller areas. I can
add colored overlays and lights and different enemies as well. Hopefully
that will add enough variety for a small game like this. I think I will have
one big “main” map which connects to other smaller dungeon like levels.
Maybe a boss fight at the end if I can find a royalty free one that fits the
aesthetic.
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