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Level Up.pdf

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Be Kind to Our Four-Legged Friends 109<br />

• How does the player react when they reach the bottom? Can they glide<br />

along the bottom? Or do they bob back towards the surface?<br />

• Can the player do any actions underwater that they can do on land?<br />

Can they pull switches, or operate those submarine hatches you always<br />

seem to find in underwater levels?<br />

• Does the player travel at a consistent speed or can they “ swim faster? ”<br />

• Changing directions or elevation underwater can cause problems for the<br />

camera as it attempts to match the player ’ s orientation. Quick<br />

underwater moves can cause a camera to flip around as it struggles to<br />

keep up with the character.<br />

Be Kind to Our Four - Legged Friends<br />

Not every game features a bipedal character. The beauty of video games<br />

is that a player can be a dog, a spider or a spider- dog … just about<br />

anything. But when creating non - bipedal characters, there are a few things<br />

to keep in mind:<br />

• Quadrupeds need a wider turning radius: build these wider- than - normal<br />

lengths and turning times into your metrics.<br />

• Four legs generally means a character can move faster than a bipedal one.<br />

Take into account the character ’ s acceleration and deceleration.<br />

• A longer character means more body mass to hang off of an edge or fill<br />

up an environment. Adjust your character to world metrics accordingly.<br />

Be doubly mindful of the Wile E. Coyote effect.<br />

• Many quadruped characters are shorter than average human height.<br />

Make sure you account for this difference when having characters<br />

perform attacks or simple tasks like opening doors or chests.<br />

Let me reiterate: the key to avoiding problems with a quadruped character<br />

is to make sure your metrics are built around them.

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