Platformers are defined by their movement. Whether it be the momentumbased 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: https://github.com/Dawnosaur/platform...
Demo: https://dawnosaur.itch.io/platformer...
Discord: / discord
Twitter: / dawnosaurdev
Here's some further reading that I've found super interesting:
◽ Article on Jump Design: http://www.davetech.co.uk/gamedevplat...
◽ GMTK Platformer Research: / 28582857
◽ Article on Sonic's Movement http://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?