Author Topic: Game Design Megathread  (Read 555225 times)


This is the game I had briefly mentioned in the pixel art thread.


Concept characters for a game I'm making.

light mode looks floaty as heck mate

Although the light mode is supposed to portray a lack of gravity, ottosparks has a point. In a platformer game, the jump shouldn't feel like you're slowly moving up and gliding back down towards the ground. A character should have a very high jumping velocity, with a very high amount of gravity, so they look more 'springy' and to create a more lively effect.

For a comparison, here is an example of a jumpy character:


And a floaty character:

I took your idea into consideration.
Light Mode no longer floats, he will instead have the ability to float by holding Z.
Heavy Mode has been overhauled, moving as fast as White but with all his old attributes, but he can dash by holding Z. Ill get demonstations up when I start working on them.

Does that sound better? Or is there another idea you had in mind?
« Last Edit: September 03, 2014, 09:48:24 AM by Zanaran2 »

That's a pretty good way of going about it.


Been working on this for a few days, a lot of the visuals are WIP but yeah ive got a thing going on


Been working on this for a few days, a lot of the visuals are WIP but yeah ive got a thing going on
That looks awesome! Can't wait to play it when it gets finish at some point.


The light densitron's glide and the heavy densitron's dash have been added, as well as a crappy placeholder walkcycle.

oughta be some kind of limits for gliding and dashing

Would anyone happen to have a link that someone could get started with? (Not art, anything script related, mostly about game development though).

Would anyone happen to have a link that someone could get started with? (Not art, anything script related, mostly about game development though).
For the design aspect: http://www.reddit.com/r/GameDesign
For the development aspect: http://www.reddit.com/r/gamedev/

Although the light mode is supposed to portray a lack of gravity, ottosparks has a point. In a platformer game, the jump shouldn't feel like you're slowly moving up and gliding back down towards the ground. A character should have a very high jumping velocity, with a very high amount of gravity, so they look more 'springy' and to create a more lively effect.

For a comparison, here is an example of a jumpy character:


And a floaty character:

is there some algorithm out there for realistic jumping? first one looks good but it feels too fake. maybe thats because in mid air youre immediately going the other way when moving.

it really comes down to how you code your physics. if you code it well, it'll probably just come down to tweaking some numbers. (though that's likely a serious "depends")

is there some algorithm out there for realistic jumping? first one looks good but it feels too fake. maybe thats because in mid air youre immediately going the other way when moving.
Realism should be the last thing in mind when designing a video game, unless it's a simulation.

Realism should be the last thing in mind when designing a video game, unless it's a simulation.

Jump mechanics are actually something people get really upset about for some reason.

Jump mechanics are actually something people get really upset about for some reason.
yeah, but he was referring more to having "realistic" jump mechanics

which people would probably rip their bics off from because realistic jump mechanics would be ridiculously infuriating. da king has a point. for a platformer, you want nice, tight, and manoeuvrable controls. it's not realistic, it feels good. that's what everyone's talkin about really right