Look to your gameplay focus for guidance. In a stealth platformer, is the gameplay requirement for the player to precisely navigate obstacles, or is it to read the environment and choose the right path? I don't know if there is a "wrong" answer here, but your solution will shape your game. If you want the skill curve to lean on awareness, make the barrier to taken the player's chosen route as low as possible so that they can be rewarded for a smart plan without concern of execution. If the goal is to make split second reads and expertly make your moves, then the margin for error needs to be pretty tight, and if the player fails they'll pay the price. Also, for what it's worth, remember that once you've got everything cooking together, little hitches in the animation may be even less noticeable while players are executing one move and already looking toward the next. Great to see you making progress, keep grinding! 💪🎮
Hey Chris, the questions you bring up always bring a lot of insight to the table. I did just learn about the concept of forgiveness mechanics and I think deciding on whether the game emphasizes stealth or movement more will dictate what I do with these vaults. I think I'm leaning towards stealth being the more important mechanic. Thanks for watching and encouraging me bud!
Instead of snapping, you can have a system where the player runs closer to the wall automatically and then it vaults, that gives it a cleaner look. The downside is that it can feel like your loosing the control of your character for too long of a time... it's a difficult dilemma. Overall I think it depends on the importance of control in the game your trying to make.
I think you're right when it comes to the importance of this system in the context of the whole game. I keep getting too involved in things that don't always matter Haha I'm also experimenting with that for when the player hits the input too early. Thanks for your input!
Glad someone else can relate lol I did find something that's started to help me make a decision on this. It's called forgiveness mechanics. Hopefully this will help you too! th-cam.com/video/HCnZhs-92j0/w-d-xo.html
Look to your gameplay focus for guidance. In a stealth platformer, is the gameplay requirement for the player to precisely navigate obstacles, or is it to read the environment and choose the right path? I don't know if there is a "wrong" answer here, but your solution will shape your game.
If you want the skill curve to lean on awareness, make the barrier to taken the player's chosen route as low as possible so that they can be rewarded for a smart plan without concern of execution.
If the goal is to make split second reads and expertly make your moves, then the margin for error needs to be pretty tight, and if the player fails they'll pay the price.
Also, for what it's worth, remember that once you've got everything cooking together, little hitches in the animation may be even less noticeable while players are executing one move and already looking toward the next. Great to see you making progress, keep grinding! 💪🎮
Hey Chris, the questions you bring up always bring a lot of insight to the table. I did just learn about the concept of forgiveness mechanics and I think deciding on whether the game emphasizes stealth or movement more will dictate what I do with these vaults. I think I'm leaning towards stealth being the more important mechanic.
Thanks for watching and encouraging me bud!
Great stuff my guy!! Always very interesting to see this stuff. 😊
Hey Tarski! Thanks for watching and being encouraging! Appreciate you man!
@blackshinobi956 Always supporting and appreciate you too!! 👍
Instead of snapping, you can have a system where the player runs closer to the wall automatically and then it vaults, that gives it a cleaner look. The downside is that it can feel like your loosing the control of your character for too long of a time... it's a difficult dilemma. Overall I think it depends on the importance of control in the game your trying to make.
I think you're right when it comes to the importance of this system in the context of the whole game. I keep getting too involved in things that don't always matter Haha I'm also experimenting with that for when the player hits the input too early. Thanks for your input!
Hey I have a game idea but am relatively new to Unreal! Would you like to make a game together?
haha yeah i feel your problem, till now i unfortunately got no solution. I am just started to learn unreal :)
Glad someone else can relate lol
I did find something that's started to help me make a decision on this. It's called forgiveness mechanics. Hopefully this will help you too! th-cam.com/video/HCnZhs-92j0/w-d-xo.html