Updates Based On Some Feedback
Changes
I originally had a circle shape act as the collider inside the character which made edge's 'slippery', my original intention was to make the player look less strange on slopes but I think that will be resolved using art eventually.
- Changed the player to a box collider
Player Falling was very rapid. The original intention was to create more variance in the jump height which required the acceleration downward to be high when the player wasn't jumping. Gravity now transitions towards a lower gravity scale from a initial very high gravity scale when the jump 'peak' is reached OR the player releases the spacebar.
- Reduced default gravity
- introduced rapid transition from 'jumping' to 'falling' state
Removed the 'jump que' because it made no sense
Ongoing Updates
Removing slippery slopes
Experimenting with ways of exaggerating variance in jump height that doesn't break the parabolic arc.
Files
2D Generative Art + Movement Prototype
Status | Prototype |
Author | Bim! |
Genre | Platformer |
Tags | 2D, Procedural Generation, Unity |
More posts
- Generative 2D ArtDec 09, 2021
- Slopes, Sliders, and SimplicityDec 03, 2021
- Simplifying The Test UINov 30, 2021
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