Implementing the Player Controller


One of the most important parts of a game to get right is the player controller. It dictates the experience for whoever is playing. Bad controls can make an amazing game unbearable to play, while good controls can make it fun to simply run around. In making a platformer, it is especially important the controls feel intuitive. Personally, I have been struggling with trying to get everything to feel right. I want to have a momentum based character so that the knockback from shooting the gun has a bigger impact, but that also makes the character feel slippery and imprecise. On the other hand, having the player move tightly makes it responsive, but takes away from how the gun knockback can affect the movement. I have been trying to find some combination of momentum and quick consistent movement that feels right while also maximizing the knockback from the gun, but I haven't figured it out yet. 

Another wrinkle in trying to build the controls is that they are supposed to be difficult. Being a game about climbing, part of the point is to learn how to master the controls to climb a difficult environment. Looking at games like Jump King and Getting Over It, they both have a control scheme that is initially difficult to use. For example, I could allow the player to have full air control while jumping, but that takes away much of the challenge from platforming. Players can simply correct any mistakes they make mid jump, but it is difficult to make the controls hard to use without being frustrating.

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