Movement is a finnicky thing in games. Sure, it's easy enough to slap together a few lines of code that says 'when button pressed, move', but that's not intuitive at all, and makes for bad games. Each game has its own movement, and it's important to have it made well. After all, games like hollow knight need precise movement, games like forza need different kinds. All these games require their own, unique, and hard to notice movement mechanics.
Which is why actually coding them is hard. Not to get into vector math, but motion in games is hard to get working properly in general, but when you include the ability to stop in midair, it gets even worse. Having to look up the local and global transformation matricies, the velocities, all these different values that need to be read and altered in order to have better motion. It's a bit of a chore, but a necessary one nonetheless.
The edge case testing, everything needed to make good movement - don't take it for granted. If a game has good, intuitive movement? Cherish it, because a lot of work went into it.
6/9/24
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