#Jump Machine & State Organization Discussions

1 messages · Page 1 of 1 (latest)

next quail
#

I'm a beginner game-developer, but I've spent two days so far tweaking the movement feel of my game before going onto any other design aspects. (Coyote-time, Jump Buffering, Airtime, Acceleration, etc...)

I decided to go back and fine-tune my jump physics but I wanted to ask how other 2D & 3D platform developers treat their programming for their states regarding a jump mechanic in Unity?

Do you guys define multiple states of your jump? Or do you just use the math of velocity and acceleration to access certain parts? For example, rise, apex, etc..? Also going along into my programming for states, what are some tips to stay organized if I decide to add onto it further?

lunar vapor
#

It really depends on exactly what behavior you're trying to achieve

next quail
lunar vapor
#

"standard" platforming isn't really a thing

next quail
#

true

#

basic, then.

lunar vapor
#

that's the thing about platformers - the feel of the character is a large part of the gameplay experience

next quail
# lunar vapor that's the thing about platformers - the feel of the character is a large part o...

My main concern is the messiness later on. If I focus on the feel now, I'm going to add a lot-- counters, more methods, booleans to detect whether or not I'm in a state so that I can prevent the Player from doing another action. And that's going to be for just the jump, and the run. So I'm trying to stay organized and figure out what other people are using so I can compress it and stay organized-- just good habits to have in regards to this

narrow nimbus
next quail
#

What's interesting is I'm actually trying to simulate the behavior of 2d Platformers like Hollow Knight, and Celeste too lol