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Level Up.pdf

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

3. Give the player a chance to jump out of a teeter so they can get to<br />

where they want to go. If the result of missing a jump is death, let them<br />

see the bottom/death zone as they make the jump. Blind leaps of faith<br />

make players very nervous.<br />

4. Does the character have a hoist? If so, the player can use the hoist to<br />

abort a jump or as a “ last ditch effort ” save option to keep from falling<br />

to their death. As some games use distance to ground as a variable to<br />

determine whether the player will take damage upon falling from a great<br />

height, a hoist can make the difference between a safe drop and death.<br />

5. When the player is falling, do they have control over the fall? Many games<br />

allow for course correction and some allow for flat- out in - air maneuvering.<br />

Make sure the animation of the character falling communicates whether<br />

they have control or not. An out- of- control fall may have the character<br />

fl ailing about or screaming in terror while an in - control fall may re - use the<br />

same animation at the end of a jump.<br />

6. Can the player “ air jump ” out of a fall? How will this ability be<br />

communicated to the player? Make sure there are plenty of gameplay<br />

situations that capitalize on this move.<br />

7. What happens to the player when he hits the ground? Does he land on<br />

his feet like a cat and take no damage? Does he land hard on the<br />

ground and have a longer recovery animation, which would make him<br />

vulnerable to approaching enemies? Does he bounce off the ground<br />

like a rag doll and die? Make sure the player knows early on in the<br />

game whether or not there is any penalty for hitting the ground.<br />

8. Whether or not your player take damage from hitting the ground, let<br />

them recover quickly so they can get back in control of their character<br />

and get moving again. Nothing is worse than waiting for a “ get up ”<br />

animation to finish playing.<br />

Me and My Shadow<br />

As you are building your character in the game, it is important not to forget<br />

the player ’ s shadow. Having a shadow provides several benefits to the<br />

player:<br />

• A shadow acts as a reference point in 3 - D space for the player —<br />

particularly important when gauging jumps.<br />

• A shadow grounds the player in the world; it adds to the illusion that the<br />

character has weight and mass.<br />

• A shadow helps players with edge detection. If their shadow doesn ’ t<br />

“ lie ” on ground, they will get one more hint that it ’ s not meant for them to<br />

stand on.

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