fluffysquirrels / GGJ2015

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Additional movement capabilities for player #13

Closed NumT closed 9 years ago

NumT commented 9 years ago

Jump (straight up) and duck initially with the intention of "jump over one square" and "duck (roll/slide?) over one square" to follow

fluffysquirrels commented 9 years ago

I feel we should add player movements and the traps that require them at the same time. What trap did you imagine jump up would help you avoid?

So the first one I think we should focus on is completing the duck animation (i.e. reduce player collision capsule on duck) and buzz saw traps that require you to duck. If it were just me developing I'd probably prefer to have the tutorial level and some puzzles implemented with each mechanic before moving on to the next mechanic. This is how I'd try to avoid creating assets that don't end up getting used.

Your thoughts?

NumT commented 9 years ago

Yeah agreed, sounds like a good plan - developing one ability and associated trap at a time is a good way to go.

I'm less sure about developing any tutorial elements at this stage though, partly because there is so much to consider when it comes to how best to communicate stuff to the player and we don't know exactly how the final version of the game will play. So like you say - we could end up creating a tutorial that is no longer valid at the end. As a slightly connected note, I have heard game designers say that you should create your first level right at the end of development as well!

I will have a look into adjusting the player collision as part of the animation - I think you're right, I do vaguely remember a tutorial which described one way to achieve this by using adding an additional animation curve or something?

Anyway - might be best for us to close or delete this issue and I'll add a some slightly more focused ones, like "finish duck animation / implementation", "develop duck-able trap", etc. What do you think?

fluffysquirrels commented 9 years ago

Agree with new, more focused issues. :)

fluffysquirrels commented 9 years ago

I also heard finishing first level last. I'm still keen to iterate on tutorials and level ideas to see how everything plays and how we might introduce mechanics. Willing to throw away most / all of it if we have some mechanical revelations! Hope that makes sense to you.

NumT commented 9 years ago

Ah ok no problem - I guess it is something we can iterate on just like anything else!