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Prototyping movement for a first-person puzzle platformer

2/9/2013

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A brief description on some work prototyping the movement of a player on a first-person puzzle platformer. I have been working on this design for some time but now I am taking it further. I haven been refering to it as P-Tower, where the P stands for a key point of the game that I am not revealing yet. Anyway, P-Tower sounds like a nice working title. Keep reading to see a snapshot of the movement testing facility.

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The prototype effort is focused on the game feel area of the PrototypeX, and maybe a bit of mechanics. Technology is outside discussion as I am using every dirty trick to get it done and it's not going to be usable. I just want to get to taste the game feel in real time.
The fancy visuals are also nowhere to be seen at this point.

In the left side image is the player controller, which I am equipping with some colliders to aid with some of the player movement features: vaulting, avoiding falls when crouching and emergency ledge grabbing.

In the bottom image there is the "movement playground" to test the different movement situations. I keep adding things as I need to test the newly implemented features. Some things you can spot:
  • Some slopes to test movement and sliding on different angles
  • Platforms to climb and where the player can get stuck under.
  • Platforms to test momentum and jump sequences (vertically and horizontally)
  • Some high heights to test falling distance.

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This is just a start and I haven't planned the space. At this point the process is tweaking the basics of the movement system and build the testing facility on demand. When the basics are done I will have to design a different playground to test movement system in a wider range of situations. Obtaining the information needed to define boundaries, layout patterns and design principles for the future levels.
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    Alejo AC

    AlejoAC
    Indie game designer
    and Coach

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