Devlog 01 - Parkour Tests


 I’m still analyzing some concepts regarding the character movement, and I’m considering having very few automations. In some platformer games, for example, when the player walks on a narrow platform or rope, the game “locks” them onto that surface, and they only fall if they jump. But I made it so a force pulls the player toward the nearest edge, forcing the player to push in the opposite direction and keep their balance. I might be making a huge mess here, but I’ll run some playtests to see if it works.

By removing automations, I’m replacing the smooth badass parkour with a slower, more failure-prone parkour system. The player will need to analyze the environment in order to figure out the least complex path.

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