2D Platformer: Bird Game
What is this?
This is an early prototype of a passion project I am working on. This demo showcases the basic movement system and some early art assets. This game is inspired by games like Hollow Knight and Cuphead that combine restricted movement with intense combat. I want the focus to be on the movement and evasion instead of exploration, art or brute-force combat.
In this bird game, you play as a baby phoenix that is trying to reach the sky. The gameplay will be more relatively linear but include several different paths to reach the top. Each level will consist of a short platforming section leading up to boss or mini boss.
*no demo yet
Movement features (all are toggleable except basic jump and physics)
-Rigidbody Physics (movement is done by applying forces on a rigidbody allowing for various physics-based interactions)
- Jump (… the player can jump)
-Extra Jumps (mid-air jumps, amount is changeable)
-Glide (the player can slow their fall speed and glide to cover large gaps)
-Momentum (continuing in the same direction for a prolonged period of time grants a small speed boost)
-Coyote Time (if the player jumps just after leaving a platform, they still jump if it was within the window, this makes it feel like the game eats inputs a bit less)
-Jump Buffer (if you jump just before touching the ground, the unput is queued to execute once the ground is touched)
-Jump Cut (releasing jump part way through stops upward momentum allowing for many jump height variations)
-Apex Stall Time (the player lingers at the apex of their jump for a small amount of time to make max range jumps more forgiving and easier to perform)
Movement Script: Values Adjustable in Inspector
*all values have tooltips to explain what they do when you hover over them in the inspector
Other Information
Apps Used: Unity, Visual Studio Code, Aseprite
Class: Personal Project : Movement Prototype
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