Hello!
Time for another massive episode. This one is on a topic I've wanted to cover for quite some time: unique movement systems. From wingsuits to web swinging to wall runs. How do developers make movement that feels fun, satisfying, and interesting?
It was a tricky question to answer because the answer is very different depending on the game - what makes Mario good is completely different to Titanfall 2. But by looking at the individual elements, and then looking at their commonalities, I think I found some good lessons for designers.
Let me know what you think. The video goes live tomorrow.
Mark
gloVA
2021-02-28 18:51:43 +0000 UTCGame Maker's Toolkit
2021-02-28 07:39:34 +0000 UTCAndreas Sjølund Pedersen
2021-02-27 13:14:13 +0000 UTCWill Kommor
2021-02-25 19:28:43 +0000 UTCdrixkarasu
2021-02-25 14:37:25 +0000 UTC