The series starts where the previous one left off. The player’s base controller is already in place. You can move around, jump, hook onto targets, and you have a camera rig that moves in the direction you are aiming at.
We are two hosts in this series: Johnny, also known as johnnygossdev, joined me to create video tutorials for you.
In the course, we first add support for a game controller and adapt the gameplay in consequence. We see how to add code to make the hook and the camera change behavior on the fly when you switch from the keyboard to the gamepad and vice versa.
Then, we follow up by adding improvements to the core player’s movement. We add a debug state to move quickly around the level, add a slow-motion mode, and improve the hooking mechanic.
The third chapter focuses on the jumps and adding the popular coyote time, a mechanic that takes our reaction time into account and fluidifies the gameplay by giving you a short time-frame to jump after you started falling. This is something you often don't spot in platform games but it is in most platformers out there.
We are also going to see how to automatically grab ledges and climb up onto them, as in Dead Cells. Games like Celeste use a variation of that mechanic where they teleport you onto a platform when you hit the corner.
There is more coming in the next update. For more information see the next page, Early Access.
We hope that you will enjoy the content. If you have any issue please use the questions below each lesson, or, to get in touch, you can:
In this chapter, we're adding a system to detect when the player switches game controller and adapt the camera and hook controls on the fly.
Let's add some more mechanics to make the game more enjoyable for the player and for us: slow motion, coyote jump, improved hooking... we will also add a debug movement mode to navigate through levels quickly.
In these videos, we polish the jump by allowing the player to jump right after falling off a ledge, and by registering jump inputs right before landing.
In this chapter, we're going to add an automatic ledge grab and climb, inspired by Dead Cells.