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Level Up.pdf

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

Hoists and Teeters<br />

Hoists and teeters are two very<br />

useful tools for players to help them<br />

get around and avoid dying. The hoist<br />

allows the player to reach a height<br />

slightly higher than their jump allows.<br />

The teeter acts as a warning to the<br />

player that they are too close to an<br />

edge and may fall.<br />

Not all games have or need hoists<br />

and teeters. However, if you are<br />

going to use these moves, make<br />

sure you account for them when<br />

creating your player metrics. A hoist<br />

generally adds anywhere to a full<br />

body length of the character to their<br />

jump height.<br />

When a player is in a hoist position<br />

but hasn ’ t moved back up onto the<br />

ledge or dropped down to the ground<br />

below, it is called a hang. Some games<br />

will bypass this state entirely by having<br />

a player automatically hoist themselves<br />

back up, while other games use the<br />

hang for gameplay, allowing players to<br />

hang from objects and surfaces while<br />

waiting for timing puzzles and other<br />

hazards to pass on by.<br />

I have found hoists, hangs, and teeters really good<br />

opportunities to add character to your player. For example, you<br />

can have a character react humorously to the fact that they are<br />

hanging for their life or about to fall off a cliff! Remember, these<br />

animations need to cycle as the player may leave their character<br />

literally in a cliff- hanger!<br />

You will have to be careful of what I call the “ Wily E.<br />

Coyote effect. ” Remember in those old Chuck

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