5 – Wall Dragging/Jumping Pt. 1

One of the other mechanics was to allow the player to wall jump and attach to walls, a wall dragging/jumping mechanic often seen in other platformers – in our case the game will have spikes that ‘dig’ into walls making them slowly descend down.

playerSpikes Look Iterations

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This was my first three designs with different designs, the first one is the improved version of the spikes seen in the gameplay mock-up in Post 1

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The second design encompasses the entirety of the player as I initially wanted the player to latch and dig into walls

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The third one is a balance between the two but highlighted a major problem that would affect the programming and design

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The square edges would allow a small area of overlap where the player could essentially ‘balance’ – this would get them stuck in a sort of limbo area where they are technically using the playerSpikes but are also grounded at the same time.
 

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My initial redesign had a ramp which provided a slant that would make the player essentially slide off any corners

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However there was still a small discrepancy and chance: what the if the player lands directly on the point?

In order to fix this I iterated again, this time with versions that lacked the gap between the player and the spikes

 

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I ended up choosing the third one as it was the cleanest and simplest solution.
Now that the ramps directly connect to the player the issue is gone or at least minimalised as much as possible.
 
I have a base version of the actual mechanics but its late and i’ll write about that tomorrow.

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