Author Topic: Game Design Megathread  (Read 554678 times)

Realism should be the last thing in mind when designing a video game, unless it's a simulation.
well no one likes bad jumping physics so it should still be well maintained

on another topic. who knows how to use openal with c++? how do i make multiple sounds merge together or happen at once? im trying with having multiple sources but that doesnt work and doing multithreads makes the audio spazz out making my ears bleed

Jump physics are indeed a careful balance.  It's an incredibly important part of this elusive thing known as "game feel".  A fair number of people seem to think this term is bullstuff, but it's actually really important.  A game that controls or feels bad effectively is bad.

On the other hand, it also has a lot to do with the type of game you're making.  If it's more fast-twitch action, you probably want quick, sharp, tightly-controllable jumps, as in Mega Man.  If it's more laid-back platforming, you'll probably want physics that are inherently more fun to control, as in Mario.  You can get away with significantly floatier jumps, but it's important to pair this with acceleration-based movement and a lack of airborne friction.  Still, no matter the game, if jumps are too floaty or too fast, the game is going to end up frustrating to play, and that's the last thing anyone wants.

Just my two cents.
« Last Edit: September 03, 2014, 08:52:35 PM by Plastiware »

Generally you never want your jumps to feel floaty at all, but I agree completely with Plastiware.

Also, the jumping speed and gravity in SMB only feels 'floaty' because you're allowed to go higher by holding the button for a longer amount of time. As far as I can tell, your character rises and falls the same as it does in other platformers that were out at the time, so I feel as though it's not that good of an example.

speaking of floaty did i post this




Armored Dove (for GBJAM3)

youtube coverage

(i got 10th out of like 250 competitors, so this did really well)

holy stuff bushido that is so loving radical

like

100%

loving radical

please quote me on this everybody

holy stuff im playing it right now omg this is amazing, did you do the music too?!?

no

i actually stole that from super robot wars

I don't like the colors but it looks good otherwise

bushido that's some of the most fun i've had in a while, you should totally elaborate on that, give it more levels, more combos, maybe some cool powers or different weapons
'
EDIT: the only drawback is now i have killer carpal-tunnel syndrome OW
« Last Edit: September 03, 2014, 11:17:01 PM by Camel »

pretty fun game, but I didn't last long

I want to try and make something cool for my game design class tomorrow. Specifically, I want to update that dodging game I made in C with C++.

Should I go for it, or continue with C++ lessons? There might be some stuff that's important that I haven't learnt yet.

continue with C++ and remake it. no point in keeping it C if youre going on with C++


Fun with variable jump heights. Is there any way to make the fall smoother?

Fun with variable jump heights. Is there any way to make the fall smoother?
it looks almost like you're just cancelling the vertical velocity entirely when the button is released

it looks almost like you're just cancelling the vertical velocity entirely when the button is released
This. Try just letting the player keep their upward velocity, and make tweaks so they can't jump too high.