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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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27c1df (2) No.26992>>28696 [Watch Thread][Show All Posts]

Hey there,

I currently develop a parkour game.

Before starting to make the map, I try to find constants for gaps and wallheights.

So I began with some math how the jump-parabola looks like. I tried to insert some realistic speeds and stuff and this worked out good so far.

But now I began to think about different difficult settings. So instead pressing jump at the edge of the gap, the player can press jump some moments before the edge to succeed. But if he presses jump earlier than these moments, he wont make it over the pit. And the higher the difficulty, the smaller this time window is.

Now I tried to find fitting times for each difficulty but fail to do so. Do you have any ideas to find them?

I thought about making a demo to gather some statistics but this would mean extra work...

27c1df (2) No.26993

Are there any such timing tests which already has stats? I can only find reaction tests which dont help me.


70a774 (1) No.28692

so basically you want to nerf jumping on higher difficulties? why does this sound like a bad idea? i made a platformed and with the same problem i just stretched out the jumps the farther the player got in so the players where trained in on how far they could jump but where able to learn how to time them as they made it farther into the game. having difficulty change how the player moves, wouldn't that just train them to move their timings around to when they start on a easier difficulty level to train their timings, wrong for the harder difficulty? sounds like a bitch way of modifying difficulty on the fly for players. while you could just make new levels with longer, more demanding jumps.


d3230c (1) No.28696

>>26992 (OP)

Learn English first.


71622d (1) No.28710

That frankly sounds like a terrible idea. You usually can play easy or normal mode to get into the game, and when you get comfortable/bored with that, you play at higher difficulty. If a different difficulty fundamentally change how jumping works, the player can't really use the easy mode as a stepping stone for the next difficulty. I want to learn the physics and controls, so please don't screw with that.

Come to think of it, going to the options menu and changing the difficulty setting is kinda boring. You can instead offer the player to adjust difficulty right in the game, by having primary and secondary goals. In the context of parkour, you can have some time limit that doesn't trigger game over, but it's about the character getting a medal or not. A more specific idea relating to jump distances: You can design the levels in a way that they can be cleared with doing a ledge-grab only once, and doing that no more than once is relevant for getting gold.


48b010 (1) No.28745

A platforming game should have it's difficulty come from the level design, not the player's movement.




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