[Basic Movement] Simple Parkour DevLog


DevLog #2: Movement Introduction, Jump Sensitivity and Double Jump.

Welcome to DevLog #2, this weeks focus was all about movement. Without movement, well, you just kind of sit there... which isn't very good for a parkour game. So to make a start, I created a basic player, starting as a square and likely staying that way for the entire production of the game. I gave my player the basics, left movement, right movement, and a jump/double jump that varies in height depending on how hard you smash your keyboard... rather, how long you hold the jump key. This game may become rage-inducing somewhere down the line, but hopefully the cause of that rage isn’t a simple button press...

As well as creating a simple player, I also created a simple world, fitting for the early stages of Simple Parkour, I think. The purpose of the current world is simply to explore how the character moves.

With that said, here is all the information you need.

This is a simple gif demonstrating the new mechanics.

New features:

Player and simple testing world created.

Left and right movement added.

Jump and Double Jump added.

Gave sensitivity to both jumps so you can control jump height based on the time you hold the jump button for. 

Feedback:

Positive:

The movement feels clean. Varied jump height is nice. Double Jump makes it feel like the game doesn't need any coyote time (currently).

Possible Improvements:

Second jump in Double Jump feels to powerful.

[Author Note: both jumps in Double Jump have the same jump force as the first jump. Continuing down the line, after a simple parkour challenge is created, if it still feels off this is an easy issue to fix and I am more than happy to do so.]

References:

None.

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