Jump to content
  • Advertisement
pouwelsjochem

How to add more 'juice' to grid based movement?

This topic is 391 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Grid based movement type of games (like those old Pokemon) comes with loads of convenience for the developer, but i've always been a little annoyed by the lack of juice in these games.

While developing a game myself, and reaching a point of polishing some rough edges, I was wondering if there are some proven concepts or ideas to add more 'juice' to cardinal grid based movement? Most simple way to put this question: "How would you juice up the movement of the 2D Pokemon games"

 

Share this post


Link to post
Share on other sites
Advertisement

Personally, I like movement where the player snaps to each individual square, like a tile based rouge like game, as it lets the player move at their own pace, but perhaps if you'd like a better answer for your question, you'd have to be more specific on what you mean by making movement more "juicy."

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!