{"id":358,"date":"2025-01-12T19:05:48","date_gmt":"2025-01-12T19:05:48","guid":{"rendered":"https:\/\/sites.wsagames.com\/jb19g23\/?p=358"},"modified":"2025-02-20T23:53:34","modified_gmt":"2025-02-20T23:53:34","slug":"movement","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/jb19g23\/2025\/01\/12\/movement\/","title":{"rendered":"Movement"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">I want there to be a distinct difference between the movement of both the character functions. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think the &#8216;fire bubble&#8217; possession in Mario Odyssey is a great reference for developing the movement mechanics of my shadows. Giving them weight and making them feel substantial can enhance the satisfaction and purposefulness of platforming. I would likely maintain a similar level of precision in platforming as found in Mario Odyssey, which is generally quite forgiving. In the fire bubble, Mario allows players a lot of leeway with their jumps, as the game smoothly adjusts the player&#8217;s position to align with the platform once the jump is initiated.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"426\" height=\"240\" src=\"https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/ezgif.com-speed.gif\" alt=\"\" class=\"wp-image-361\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">However, there is an issue observed in some levels regarding movement weight. Players have reported falling through the bottom of the puddles they jump into. I believe this bug was addressed in a later patch, but it&#8217;s something I want to ensure doesn&#8217;t occur in my game concept.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To re-imprint, the primary focus will be on the shadow movement, while the Cloak serves as a means for the sprites to interact with the world, similar to how a player uses characters to engage with a game world.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img decoding=\"async\" width=\"512\" height=\"512\" src=\"https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-16.png\" alt=\"\" class=\"wp-image-367\" style=\"width:336px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-16.png 512w, https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-16-300x300.png 300w, https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-16-150x150.png 150w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><\/figure>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<p class=\"wp-block-paragraph\">Conversely, I want the Cloak to feel much heavier as if the weight of the sprites is quite physical when they are not possessing a shadow. It&#8217;s akin to Roadhog from &#8216;Overwatch.&#8217; Although he has the same base movement speed as other characters, he actually moves significantly slower than them.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"498\" height=\"444\" src=\"https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-15.png\" alt=\"\" class=\"wp-image-364\" srcset=\"https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-15.png 498w, https:\/\/sites.wsagames.com\/jb19g23\/wp-content\/uploads\/sites\/4\/2025\/01\/image-15-300x267.png 300w\" sizes=\"(max-width: 498px) 100vw, 498px\" \/><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>I want there to be a distinct difference between the movement of both the character functions. I think the &#8216;fire bubble&#8217; possession in Mario Odyssey is a great reference for developing the movement mechanics of my shadows. Giving them weight and making them feel substantial can enhance the satisfaction and purposefulness of platforming. I would [&hellip;]<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[19,14,24],"tags":[],"class_list":["post-358","post","type-post","status-publish","format-standard","hentry","category-gdd","category-r-and-d","category-term-1"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/posts\/358","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/comments?post=358"}],"version-history":[{"count":5,"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/posts\/358\/revisions"}],"predecessor-version":[{"id":368,"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/posts\/358\/revisions\/368"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/media?parent=358"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/categories?post=358"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/jb19g23\/wp-json\/wp\/v2\/tags?post=358"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}