Previously, the player would jump when he's on a horizontal surface and input is provided. In a fast-paced game like scape, this becomes not usable. Especially during player feedback sessions, players would hit inputs but the character doesn't always jump when anticipated.
Anticipated Input Strategy
Instead of checking for collisions and exactly timed-input, create an input queue:
When a player hit the jump button, even if the character is currently in the process of flipping/jumping, activate the next touch as another jump/flip. This new mechanic requires further play-testing.
Previously, the player would jump when he's on a horizontal surface and input is provided. In a fast-paced game like scape, this becomes not usable. Especially during player feedback sessions, players would hit inputs but the character doesn't always jump when anticipated.
Anticipated Input Strategy
Instead of checking for collisions and exactly timed-input, create an input queue:
When a player hit the jump button, even if the character is currently in the process of flipping/jumping, activate the next touch as another jump/flip. This new mechanic requires further play-testing.