This is where you jump higher the longer you hold the button (generally done by applying a lower gravity value if you hold jump while ascending). With the game being planned to have a variety of surface gravities, the basic jump height is a bigger concern than it'd be in most non-platformers. Having a low jump makes the game feel nice and responsive, but poses issues for high-gravity super earths. Having a high jump solves this, but would make low-gravity sub earths miserable to traverse. Having low and high jumps available together allows for a wider range of surface gravities. It's also just a nice thing to have.
#Dynamic Jump Height
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This sounds like a jetpack but not like a jump mechanic
This would make parkour worse, and it wouldn't make sense
Idk, again sounds like a jetpack or suit update thing
Jetpack or low gravity areas
This is literally a platformer thing, how would it make platforming worse?
And what if people take advantage of it, designing parkour challenges around different gravity values
GG @thorny rampart, you just advanced to level 1!
It’s like Mario odyssey
You have to be super precise while doing cap jumps because you hold the button to keep cappy out longer
It’s super annoying unless you are experienced
Also almost all 3d games have set velocities for stuff
Mario games are the only thing I can think of
Also this isn’t really a thing in any sandbox survival games
it is a thing in practically every platformer that isn't gimmicky or bad
the fact it isn't common elsewhere is a nonargument
i get that jetpacks are le epic but they'd be extra work in exchange for a balancing can of worms
versus the thing im suggesting, which is literally an if-else statement
I could see this being a thing in low grav areas but not base game
This is a sandbox voxel survival game, not a platformer
this one of the most basic things to improve game feel ^^
realy want to see this in the final game
GG @cobalt sonnet, you just advanced to level 2!
and pls dont misunderstand the meckanik... 😦
yknow what
to the lot that think jetpacks are the better solution to this problem
go ahead and make a suggestion post, ill gladly explain why they aren't
Well, may as well post what I was going to say then.
Even if you handwave the balancing headaches and extra workload for everyone (including you), mandatory gravity unlocks wouldn't be to the game's benefit.
For high gravity, lumping it in with high pressure or radiation neglects the fact that gravity actually allows for anything. The latter work for box-tick checks because they don't work for much else; any related game mechanics are doomed to be boring or contrived. But the former is different: gravity alters the mechanics and game feel in a way that gives worlds a sense of identity and intrigue. If gravity becomes a problem to be solved, then that intrigue is paved over in favor of another box to be ticked.