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Platformers are defined by their movement. Whether it be the momentum-based thrills of Super Meat Boy or the elegant combat of Hollow Knight. As a result, I want to share my approach to Platformer Movement (with the help of Unity 2D) and how you can apply it to improve your own games.
👩💻Code: github.com/Dawnosaur/platform...
🎮Demo: dawnosaur.itch.io/platformer-...
💬Discord: / discord
🦚Twitter: / dawnosaurdev
📚Here's some further reading that I've found super interesting:
◽ Article on Jump Design: www.davetech.co.uk/gamedevplat...
◽ GMTK Platformer Research: / 28582857
◽ Article on Sonic's Movement info.sonicretro.org/SPG:Charac...
⏰Time Stamps:
0:00 Why great movement is crucial for a Platformer?
0:13 What are the core parts of your character's movement?
0:22 How do most people approach movement?
0:43 My approach to platformer movement
1:04 What can we do with this approach?
1:25 Platformer Design of Hollow Knight
1:52 Building on this approach to movement with Celeste
2:20 More ideas to enhance your game's feel
2:29 Platformer Design of Super Meat Boy
2:51 What else will we need to do to create a Great Platformer Character?