stargazing-dino / cosmic-junkyard

A space game
MIT License
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Air Control #37

Open stargazing-dino opened 11 months ago

stargazing-dino commented 11 months ago

Issue: Enhancing Air Control in Player Movement

Description:

Currently, when the player is in the air (after jumping or falling off a platform), there is a limited amount of control over their movement. Players often expect more agency when moving in mid-air in platformers or gravity-based games. This issue aims to refine the air control mechanics, providing the player with better, more intuitive control during mid-air movement.

Objective:

Enhance the player's control over their movement while in mid-air to make gameplay feel smoother and more responsive.

Details:

  1. Tuning AIR_CONTROL_FACTOR:

    • The existing factor for controlling mid-air movement, AIR_CONTROL_FACTOR, may need adjustment.
    • This factor should not be too high (as it might make airborne movement almost as easy as ground movement) or too low (making it feel like the player has little to no control in the air).
  2. Variable Air Control based on Vertical Velocity:

    • Introduce a system where the amount of air control varies based on the player's upward or downward velocity. For instance, the player might have more control at the apex of a jump than when rapidly descending.
  3. Directional Momentum:

    • Ensure that the player's initial ground speed and direction impart some momentum to their mid-air movement.
    • However, if the player tries to change direction in mid-air, the air control mechanics should allow for some directional adjustment, even if it's not as agile as ground movement.
  4. Visual and Audio Feedback:

    • Implement subtle visual (e.g., character animations leaning into the direction of movement) and audio feedback (e.g., wind rushing) to indicate the player's air movement.
  5. Integration with Other Systems:

    • Ensure that the new air control mechanics play nicely with other systems, such as the jumping mechanism, gravity fields, or any dash mechanics that might be implemented in the future.

Acceptance Criteria:

  1. The player should feel they have a reasonable degree of control over their movement while airborne.
  2. The mechanics should be intuitive, where a player who's used to platformers should be able to predict how their mid-air movements will impact their trajectory.
  3. Air control should not make jumping puzzles or challenges too easy but should also not be a source of unnecessary frustration.

Testing:

  1. Playtesting: Regular playtesting sessions with both developers and potential players to get feedback on the feel of mid-air control.
  2. Challenges: Design some airborne challenges or obstacle courses in a test environment to ensure the air control feels balanced.

Dependencies:

Ensure that any changes to the air control mechanics are compatible with: