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Level Up.pdf

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Might as Well Jump 101<br />

1. The player is at rest: this is when the player is walking, running, and<br />

so on.<br />

2. The player presses the action button. The jump has to happen<br />

immediately, as so many jumps are the player ’ s response to danger.<br />

In some cases, the jump may need a brief animation to sell the<br />

anticipation of the leap, but this animation should be kept as short<br />

as possible.<br />

3. Make sure the jump rises to the maximum height quickly.<br />

A. Should the player be given the opportunity to do a double jump,<br />

allow them to do so before reaching the apex (top height) of the<br />

jump. Any time after the apex feels weird.<br />

4. Falling is like jumping in reverse. Don ’ t make the fall last too long or<br />

it will feel “ fl oaty ” , which is a negative sensation to the player and<br />

screws with the player ’ s sense of metrics — unless the player has<br />

some sort of power- up or ability that allows them to glide or float<br />

down to safety.<br />

5. The landing can take a little longer than the jump, but it needs to<br />

“ stick ” to make it feel good and solid. I am not a fan of jumps that<br />

end in skids or slides as it is easy for a player to make a jump<br />

and still slide off the edge of a platform. This is one instance<br />

where I have found that “ game physics ” works better than<br />

“ real world physics. ”<br />

Let ’ s take a second to talk about physics. Should you model your game<br />

physics on the real world or use “ game ” physics? Or should you abandon<br />

the laws of physics entirely? Good questions! And you better know the<br />

answer!<br />

Since Sir Isaac Newton did all of the hard work back in 1687, one would<br />

assume this would be easy, right? Real world physics are based on the<br />

laws of physics we live with every day. But a certain fidelity to real life is<br />

necessary to sell real world physics, and trying to create something that<br />

precisely emulates real world physics usually ends up inferior to something<br />

tweaked. For example, gravity in games is not 9.8 m/s 2 no matter what the<br />

real world says. In fact, some games even use different gravitational<br />

constants on different objects!<br />

This is where game physics come into play. The programmers “ tweak ”<br />

the real - world values to fit the gameplay needs. Running speeds, jumping<br />

heights and distances, and collision bounciness always feel better when<br />

adjusted. Most people in the real world can ’ t jump higher than their own<br />

waist, while the average platform game character can easily double their<br />

own height in a single bound.

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