I have 2 days to make a 3d platformer for a school exhibition. I'm just a beginner, but now your video has given me a clear list of what to do. Thank you
I hadn’t even consciously noticed that when you jump in a 3D platformer, you’re rising from the first frame. In every one I’ve played, the animation and sound design sell it so well that it feels natural. Your counterexample of Little Big Planet is instructive-you can really see the difference. It feels to me like an intentional design choice, to make the little ragdoll feel light and floaty.
Did not expect this 8-minute video to be so comprehensive. You did a pretty good crash course on the design practices, including not only the obvious things like physics, movesets and collectibles, but also touched on animation, level design, rewards and game feel. Great job, I'd love to see more game design vids from you!
There are no pure AAA 3d platformers anymore (except Mario) but 3d action platformers (Jak 2, Ratchet and Prince of Persia) have returned. Games like Jedi Survivor are Prime examples. When you were stating reasons why 3d platformers were fun i realized that was the reason why I enjoyed Jedi Survicor so much.
Very concise and compelling analysis! Definitely agree a good 3D Platformer should be fun to control even in an empty space with nothing to do, and that's good part of why it's my favourite genre. Focusing on physicality and free movement makes them fun at an almost instictive level!
One thing I find about these platformers is that the cartoon style characters make them so unique from each other. And with their unique looks can build a lore more identifiable and memorable giving incentive to explore and collect in their worlds
I'm planning to make a 3D platformer in the near future when I move to Dubai, and I already mostly knew of these tactics and essentials , but the way you described some of them and gave me more info about them opened my eyes to them even more , so thanks for that, I'll be sure to use these elements in my game , and if I ever get famous, I'll remember you and will give you a shout out :>
Speaking of 3D platformers, you should review or do coverage on Clive 'N' Wrench next. It released yesterday. Despite it wears its inspirations on its sleeve, it might as well pass off as a spiritual successor to Bugs Bunny: Lost In Time due to the similarities between the two. You're pretty much going around in different time periods collecting clocks as a rabbit. Ring any bells? Clive 'N' Wrench draws its inspirations from the likes of Ratchet & Clank, Jak and Daxter, Banjo-Kazooie, Spyro The Dragon, Crash Bandicoot and countless platformers of yesteryear that came before it.
@@tr1co0 I'm mainly playing it to review it as a journalist. It's my job to review things and write a review about them. I'm currently at the Egypt level and so far, I have mixed opinions about the game. A TH-camr's job and a journalist's job aren't so different in terms of reviewing stuff.
I think the movement is the most important part of videogames in general, but especially for (3D-)platformers. It is unbelievable fun to controlle a character, and if it has a great movement with many possibilities, it is just awesome. Then, the collectibles. Running around in a world is really fun, but having a gole, something to collect and with this platforming-challenges, the fun is unstoppable. And of course great environments with memorable locations. This is what makes a good 3D-platformer, in my opinion. Great video! 👍
Those games are generally very imaginative and fun and don't need to obsess over realism, which is why some modern games start feeling dull and more-of-the-same once the initial wow-factor wears off.
Exactly. Many modern games get so obsessive about graphical fidelity that they forget that the point of games is fun. In the words of reggie fils amie, if it's not fun, why bother?
Landmarks is a good one. Part of the reason why I dun care for Bubblegloop Swamp or MoodyMazeMarsh. Even BlightTown makes is obvious where are at least 😅 I want to make a 3D platformer kinda akin to Super Kiwi 64. I'm still trying to figure out what exactly I'll do differently tho.
Oh wow Hack, you never told me you were a big time TH-cam star bro lol 😂 and here I was treating you like a normal person! Now things make sense. Aye bro good work. You make nice content.
You say there's so few, and yet I'm finding out only after AHIT came out there so freakin many platformers I didn't even know about that came out in the past 3 or 4 years now. I'm just shocked I didn't hear about them sooner.
i don't really love collectibles tbh, i find myself actively seeking out 3d platformers that don't have a heavy emphasis on collection. maybe it would be more accurate for me to say i like when collectibles are rare and impactful (i.e. you get an upgrade when you find the one big collectible, not when you find 100 small ones)
Mario Odyssey sucks in the sense of collectables because they cheapened the experience of collecting those moons. When you first hear how many moons are in the game, you are impressed, it sound like a lot, but after you find out how they implemented them into the game, you're pretty disappointed...The 150 stars in Mario 64 is IMPRESSIVE, because each one is earned after completing a mission, but with the 836 moons, they're just sitting around, in the most obvious of places, not even connected to any challenge...they're just there...it's pretty lame. I think that Odyssey should have made the moons their own special thing and then added another collectable category for those environmental collectables. It really did cheapen the experience of getting a moon.
Yes I know what you mean. The fact that they had to introduce the triple moons as some kind of extra reward implies that a moon in itself isn't a major collectable.
Finally a video game essay that does the job in under 10 mins as opposed to multiple hours
I have 2 days to make a 3d platformer for a school exhibition. I'm just a beginner, but now your video has given me a clear list of what to do. Thank you
I'm glad to have helped!
How'd it go?
How just HOW do you make a 3d platformer in 2 days
@@RamblingGreek that's not so difficult to make a working project in 2 days. It just won't be a fully pledged game haha
I hadn’t even consciously noticed that when you jump in a 3D platformer, you’re rising from the first frame. In every one I’ve played, the animation and sound design sell it so well that it feels natural.
Your counterexample of Little Big Planet is instructive-you can really see the difference. It feels to me like an intentional design choice, to make the little ragdoll feel light and floaty.
Did not expect this 8-minute video to be so comprehensive. You did a pretty good crash course on the design practices, including not only the obvious things like physics, movesets and collectibles, but also touched on animation, level design, rewards and game feel. Great job, I'd love to see more game design vids from you!
There are no pure AAA 3d platformers anymore (except Mario) but 3d action platformers (Jak 2, Ratchet and Prince of Persia) have returned. Games like Jedi Survivor are Prime examples. When you were stating reasons why 3d platformers were fun i realized that was the reason why I enjoyed Jedi Survicor so much.
Destiny 2 has quite a few elements of platform era. Usually being the most difficult challenging aspects of the game.
@@aethylwulfeiii6502 FPS games should not have platforming, especially the type that needs you to know where your feet are placed
Great video. Fun fact: Jak & Daxter the Precursor Legacy has no loading screens
Very concise and compelling analysis! Definitely agree a good 3D Platformer should be fun to control even in an empty space with nothing to do, and that's good part of why it's my favourite genre. Focusing on physicality and free movement makes them fun at an almost instictive level!
I love the animation of Jak and Daxter so much!
It's a masterclass for cartoon animation!
One thing I find about these platformers is that the cartoon style characters make them so unique from each other. And with their unique looks can build a lore more identifiable and memorable giving incentive to explore and collect in their worlds
This might be me just being a horror game nerd, but id like you to make a vid on what makes a horror game scary
It's great how you gave examples about every technique. Love the analysis.
I'm planning to make a 3D platformer in the near future when I move to Dubai, and I already mostly knew of these tactics and essentials , but the way you described some of them and gave me more info about them opened my eyes to them even more , so thanks for that, I'll be sure to use these elements in my game , and if I ever get famous, I'll remember you and will give you a shout out :>
Goated thumbnail, literally played all of those games
Speaking of 3D platformers, you should review or do coverage on Clive 'N' Wrench next. It released yesterday. Despite it wears its inspirations on its sleeve, it might as well pass off as a spiritual successor to Bugs Bunny: Lost In Time due to the similarities between the two. You're pretty much going around in different time periods collecting clocks as a rabbit. Ring any bells? Clive 'N' Wrench draws its inspirations from the likes of Ratchet & Clank, Jak and Daxter, Banjo-Kazooie, Spyro The Dragon, Crash Bandicoot and countless platformers of yesteryear that came before it.
It’s in rough shape it seems. I hope they do some patching to make it a worthwhile game to play.
@@tr1co0 I'm mainly playing it to review it as a journalist. It's my job to review things and write a review about them. I'm currently at the Egypt level and so far, I have mixed opinions about the game. A TH-camr's job and a journalist's job aren't so different in terms of reviewing stuff.
I think the movement is the most important part of videogames in general, but especially for (3D-)platformers. It is unbelievable fun to controlle a character, and if it has a great movement with many possibilities, it is just awesome.
Then, the collectibles.
Running around in a world is really fun, but having a gole, something to collect and with this platforming-challenges, the fun is unstoppable.
And of course great environments with memorable locations.
This is what makes a good 3D-platformer, in my opinion.
Great video! 👍
Good video, I'm start working on Platfomer 3D inspired by 3D Raymans - that you didn't used to illustrate this video
Sounds interesting, I'd love to see it once you have something to show
There is a new awesome 2D collectathon named Promenade that came out !
Looks cool!
Those games are generally very imaginative and fun and don't need to obsess over realism, which is why some modern games start feeling dull and more-of-the-same once the initial wow-factor wears off.
Exactly. Many modern games get so obsessive about graphical fidelity that they forget that the point of games is fun. In the words of reggie fils amie, if it's not fun, why bother?
Uncharted and the new Tomb Raider games for example.
Landmarks is a good one. Part of the reason why I dun care for Bubblegloop Swamp or MoodyMazeMarsh.
Even BlightTown makes is obvious where are at least 😅
I want to make a 3D platformer kinda akin to Super Kiwi 64. I'm still trying to figure out what exactly I'll do differently tho.
Oh wow Hack, you never told me you were a big time TH-cam star bro lol 😂 and here I was treating you like a normal person! Now things make sense. Aye bro good work. You make nice content.
I'd love to see a Part 2 for this
Noted!
1:58
You say there's so few, and yet I'm finding out only after AHIT came out there so freakin many platformers I didn't even know about that came out in the past 3 or 4 years now. I'm just shocked I didn't hear about them sooner.
Even since I made this video so many have come out! We're living in a 3D platformer renaissance
very good video
i don't really love collectibles tbh, i find myself actively seeking out 3d platformers that don't have a heavy emphasis on collection. maybe it would be more accurate for me to say i like when collectibles are rare and impactful (i.e. you get an upgrade when you find the one big collectible, not when you find 100 small ones)
Good video
what a game 7:52 ?
A Hat in Time
@@hackticdev thanks
Mario Odyssey sucks in the sense of collectables because they cheapened the experience of collecting those moons. When you first hear how many moons are in the game, you are impressed, it sound like a lot, but after you find out how they implemented them into the game, you're pretty disappointed...The 150 stars in Mario 64 is IMPRESSIVE, because each one is earned after completing a mission, but with the 836 moons, they're just sitting around, in the most obvious of places, not even connected to any challenge...they're just there...it's pretty lame. I think that Odyssey should have made the moons their own special thing and then added another collectable category for those environmental collectables. It really did cheapen the experience of getting a moon.
Yes I know what you mean. The fact that they had to introduce the triple moons as some kind of extra reward implies that a moon in itself isn't a major collectable.
Hm. Now what?
Platformers are boring af
don't watch then
It's about individual's choice I hate fps but love tps & platformers , hate western RPGs but love jrpgs even old as 30 yrs old 😁😁😁😁