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Level Up.pdf

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102 LEVEL 5 The Three Cs, Part 1—Character<br />

What if your game takes place in space? Or occurs on a planet with low or<br />

high gravity? Or you can make exceptionally powerful jumps like Jumping<br />

Flash? You ’ ll need to work all of this out ahead of time to make sure your<br />

metrics match your physics. Tackle this early and don ’ t change it, or you will<br />

cause huge problems.<br />

OK, let ’ s jump back to jumping. As platform games were the most<br />

popular game genre in the 16 - bit days, you can understand how the art<br />

of jumping has been taken to its furthest limits; more than any other<br />

player character movement. By my count, there are five major ways to<br />

jump:<br />

• Single jump: The player jumps once — either vertically or horizontally.<br />

• Double jump: a second vertical or horizontal jump that is chained after<br />

the initial jump.<br />

• Triple jump: a third jump that can be done after the second jump,<br />

usually requiring something for the player to bounce off of and most<br />

often horizontal.<br />

• Contextual jump: an “ automatic ” jump that happens when the player<br />

approaches a pre - tagged area such as a ledge.<br />

• Wall jump: a special case jump that is performed after the player<br />

jumps “ into ” or towards a wall. If the player presses a button as they<br />

collide with the wall, they will jump off of the wall in the opposite<br />

direction. The player can gain altitude by chaining wall jumps which<br />

allows them to “ climb walls ” by wall jumping between two opposite<br />

facing surfaces. A wall jump can be treated as either a “ natural move ”<br />

that the player has from the beginning of the game (like in Prince of<br />

Persia) or it can derive from an earned skill or equipment (as in Ratchet<br />

and Clank).<br />

Even as the player hurtles through the air, there are design decisions to be<br />

made. Some games treat jumping realistically and don ’ t allow the player to<br />

change their trajectory after they jump, while others allow the player to<br />

course correct the character. Other games will allow the player to jump<br />

higher and further depending on the amount of time the button is<br />

depressed.<br />

After years of making “ hoppy- skippy ” games (as I call them) I have<br />

discovered some curious things about jumping. Players usually do not jump<br />

from the edge of a ledge, but from a little way back. Edges make players<br />

nervous. They leap from an area I call the “jump zone” , which can be up to<br />

half a jump ’ s distance to the very edge of the platform.

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