Jump to content

  • Log In with Google      Sign In   
  • Create Account

Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualLorenzoGatti

Posted 20 January 2012 - 03:49 AM

The main difference is that the first sample has curved, irregular slopes that are only 45 degrees on average, while the second sample has blocky stairs. Third alternative, not shown: smooth, straight slopes.All three kinds of slopes have their place in platform games, but maybe not in the same one.
  • Do you want characters to run on slopes or to stop on stair steps?
  • Do you want characters to run continuously ahead (e.g. Sonic), move freely with few reasons to stop (e.g. Super Mario Bros.), stop frequently to attack or dodge (e.g. Ghosts'n'Goblins), try difficult acrobatic feats until they succeed (e.g. certain Bubble Bobble levels)?
    Every kind of action requires appropriate scenery: Sonic has smooth ramps and even loops, Mario has open spaces with moderately sparse threats and objectives, Ghosts'n Goblins has a high enemy density and enough obstacles to add tension, Bubble Bobble has carefully designed block patterns and quasi-glitches.
  • Do you want characters to lose contact with the ground occasionally because of bumps like the ones in the first sample, repeatedly and predictably when running down stairs like the ones in the second sample, or only when they jump or dive?

#1LorenzoGatti

Posted 20 January 2012 - 03:49 AM

The main difference is that the first sample has curved, irregular slopes that are only 45 degrees on a, while the second sample has blocky stairs. Third alternative, not shown: smooth, straight slopes.All three kinds of slopes have their place in platform games, but maybe not in the same one.
  • Do you want characters to run on slopes or to stop on stair steps?
  • Do you want characters to run continuously ahead (e.g. Sonic), move freely with few reasons to stop (e.g. Super Mario Bros.), stop frequently to attack or dodge (e.g. Ghosts'n'Goblins), try difficult acrobatic feats until they succeed (e.g. certain Bubble Bobble levels)?
    Every kind of action requires appropriate scenery: Sonic has smooth ramps and even loops, Mario has open spaces with moderately sparse threats and objectives, Ghosts'n Goblins has a high enemy density and enough obstacles to add tension, Bubble Bobble has carefully designed block patterns and quasi-glitches.
  • Do you want characters to lose contact with the ground occasionally because of bumps like the ones in the first sample, repeatedly and predictably when running down stairs like the ones in the second sample, or only when they jump or dive?

PARTNERS