How I made an Excellent Platformer
Summary
TLDRIn this video, Ken shares the journey of creating a precision-focused platformer, detailing his struggles with movement mechanics and how he overcame them by designing custom physics and gravity. He explores the development of a Metroidvania-style game, where the player unlocks abilities like double-jumping, dashing, and wall-jumping to progress through hand-crafted levels. From designing the player controller to adding simplistic yet unique art and sound, Ken emphasizes the importance of playtesting, feedback, and polishing. The game is now live on Steam, and Ken invites viewers to support him by purchasing the game, showcasing his pride in completing this project.
Takeaways
- 😀 Ken struggled with creating a satisfying movement system in previous platformer games, often making them too 'floaty.'
- 😀 He decided to try again, focusing on creating a responsive and precise player controller that wouldn't disrupt gameplay.
- 😀 The game Ken developed is a Metroidvania-style platformer where players unlock abilities to progress through levels.
- 😀 Ken designed a unique player controller with features like variable jump height, jump buffering, and latch hops to make platforming more intuitive.
- 😀 Level design was a challenge for Ken, especially since his previous work involved procedurally generated levels, but he embraced handcrafting levels for a more tailored experience.
- 😀 The game includes 8 unlockable abilities, such as double jump and wall jumping, which players must use strategically to solve puzzles and progress.
- 😀 Ken implemented a simple inventory system where players collect 'beans' that can be used to unlock abilities, which adds a layer of strategy to the game.
- 😀 The game's art style is simple yet distinctive, with hand-drawn environments like forests, caves, and snowy areas, all matching the game's aesthetic.
- 😀 Ken added music and sound effects to complement the gameplay, although he admits that music composition is still a skill he's working on.
- 😀 The game went through extensive polishing, including adding screen shake, particle effects, and post-processing to make the gameplay feel more dynamic and immersive.
- 😀 Ken launched the game on Steam for just $1, reflecting his excitement and satisfaction with the final product, and encouraged players to support him by purchasing it.
Q & A
What was the main challenge the developer faced when creating previous platformers?
-The developer struggled with getting the movement feel right, often making it too floaty, which is problematic in platformers where precise control is key.
How did the developer overcome the 'floaty' movement issue in their new platformer?
-To solve the floaty movement problem, the developer created their own custom 'rigid body' and gravity system, making jumps quick and responsive while ensuring that falling was faster than jumping.
What is the core gameplay mechanic of the game being developed?
-The core gameplay mechanic revolves around unlocking abilities, with players able to combine them to solve puzzles and progress through the levels. The player can activate only a few abilities at a time.
How many abilities can players unlock in the game, and what are some examples?
-Players can unlock 8 abilities, including double jump, dash, wall jumping, gliding, and floating, which are essential for navigating the levels and overcoming obstacles.
What method did the developer use for level design in their game?
-The developer initially sketched out the map, considering the abilities available at certain points in the game. They then designed the levels by hand, incorporating Metroidvania-style progression, where new abilities unlock access to previously unreachable areas.
What challenges did the developer face with level design, and how did they overcome them?
-Since the developer was more familiar with randomly generated levels, manually designing levels was challenging. They worked through this by focusing on where abilities could be used and ensuring the levels were engaging, despite some minor flaws.
What role does art play in the game, and how was it approached?
-Art plays a significant role in setting the tone and atmosphere of the game. The developer chose a simplistic art style with a cohesive color palette for different environments, such as forests, caves, and snowy areas. The process involved creating detailed individual levels and animations.
How did the developer approach sound design for the game?
-The developer sourced sound effects and created a music track for the game, despite not being skilled in music composition. They acknowledge that the music can become repetitive if players take too long to finish the game.
Why is playtesting and feedback important according to the developer?
-Playtesting and feedback are crucial because they help identify overlooked issues, even in areas the developer might be too close to. The developer admits to feeling nervous about asking for feedback but recognizes that it’s essential for improvement.
What was the final step before releasing the game, and how was the launch handled?
-The final step involved polishing the game with details like screen shake, particle effects, and post-processing to enhance the player's experience. Afterward, the developer launched the game on Steam for a low price and encouraged players to support the game through purchase or social engagement.
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