Originally Posted by Smirnoff Being able to hold down and jump on platforms to fall through them would be a huge plus.
That's a very cool idea... and I don't think it would be that hard to add. Just out of curiosity, what games use that particular mechanic?
Originally Posted by Smirnoff It's a very solid engine.
Thanks! I've had fun working on it. Assault Andy has been helping me with Captain Plokey but I've really been interested in custom platform movement lately.
Originally Posted by Smirnoff Perhaps you could add the ability to look up and down. I half expected this when I was playing it as it would fit so nicely with the animations.
I think you're right. So far, I've only been focused on the platform movements but it would be nice to add in an intelligent camera. Originally, when I was trying to replicate Super Mario World, I was going to try to create a camera which emulated that game. As this is a generic engine, I don't think the SMW camera is necessarilly the best one to use.
I know the "look up" and "look down" camera action is used in Sonic games. Do any other games use that camera movement?
Thanks for all of the feedback, guys! It's been extremely helpful.
Also, I've created an offical project page for this engine (per OMC's recommendation). If any of you are still interested in contributing ideas, evaluating builds, or providing constructive feedback - please visit the page. Also, if you'd like to work on coding some of the movements - please FEEL FREE! Your help would be greatly appreciated.
Apologies if it's been suggested, I didn't have time to look over every suggestion but:
Moving Blocks (more than just platforms, things that can push you off platforms and such, such as those sliding blocks that come out of walls etc.)
Rotating Platforms (think Yoshi's Island, so if you stand on one side your weight rotates the platform around that way)
Has anyone mentioned Crawling?
Perhaps the rotating platforms might something not directly linked to your platform movement, but if you made your platform movement behave properly for such objects it would be nice. Essentially making it so the character would slide down slopes too steep, and not clip through this object would suffice.
This rules. May I also suggest a few things. Not sure if these are already mentioned or not.
Variable friction values of both ground and feet: Ice is included but this could give an array of ground grip and shoe grip combinations, allowing things like spiked boots for walking on ice and skis for intentional loss of friction etc. Rain affects ground friction?
Weapon recoil: eg if firing guns you will be pushed back by the force expended, which could be dangerous or handy whilst airborne and also allow for rocket jumps etc.
Oxygen meter for underwater
Kick objects: similar to pick up and throw but good for quickly using ground objects and stones etc as a weapon.
Bash: For using any picked up object as a bashing tool rather than throwing it.
Sneak: for undetected movement
Health affected movement: Eg slower walking/limping, limited jump height when hurt etc.
object weight: Held objects have weight which affects walking speeds, jump heights and ground friction etc.
Wall running. Certain wall sections the player will run on horizontally if the player is moving fast enough.
Also, vertical wall running. Same as above except for running up a wall.