Devlogs
Coyote time, platforming mechanics:
Posted August 28, 2021 by stales
Since this game has platforming mechanics, this devlog posts some of the more subtle mechanics present that are designed to improve quality-of-life:
- players can jump a few frames after running off the edge
- gravity is lower near the top of a jump, allowing players more time at the top of their jump
- jumps can be buffered a few frames before landing
- players can reverse direction upon landing without having to overcome their existing horizontal velocity
- players move faster left/right while at the top of their jump
- players just missing a jump, are able to climb up a corner if they hold into the edge
- each character has a jump of fixed height so that releasing the jump button before a midair jump doesn't reduce jump height
- characters don't change the direction they are facing, while airborne to allow easier attacking while jumping
- holding towards a wall while falling will slow the fall