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Character Movement - 2D Metroidvania

Hi everyone,

Here we share some insights on the development of our character movement.

As fans of the metroidvania genre we wanted to get a fast and responsive movement for our character, something that is precise and gives little to no room for guessing when it comes to jump controls and air movement with a similar feel of what can be experienced when playing fast paced games such as Hollow Knight

We think that this is a strong requirement moving onwards with the development of a combat-based game as we want the player to always feel in control of the character, allowing their ability to determine the outcome of any fight.

At the moment we feel that we have implemented a solid movement system with the character able to:

  • IDLE
    •  Pretty easy if we say so ourselves
  • RUN left and right 
    • Still nothing super fancy
    • Instantaneous movement, no acceleration
    • Complete movement control while in air
  • JUMP 
    • Controllable jump height depending on the release time of the jump button
    • Short grace time after leaving a platform to account for player reflexes and animation inconsistencies (Coyote jump)
  • AIR JUMP
    • Or double jump, as you prefer
  • WALL JUMP
    • Self explanatory
    • Stick to the wall only if the player input faces the wall
  • DASH
    • Both on ground and in air (only once)
    • Player can be invulnerable while dashing, allowing to escape dangerous situations

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