Mobility Mastery #2 - Slide Dancing and understanding your games mobility
Once getting a hold of what felt "wrong" I seen the visual indicator for a split second that was the thorn in my side, when running, it didn't make sense your character would be crouching before a slide, solution? Remove 1 frame! This goes from making the slide a 4 frame to a 3 frame and it looks beautiful!
Visual elements are important to tell the player when something is "done" before having them do another one. I did nerf the sliding so the slide dancing from melee is gone. To me it was pretty cool but too easy to perform and didn't fit with the game. As more visual elements come along that I take in hand, the more I understand what fits with the flow and the feel of the game overall.
Why was slide dancing nerfed? The slide dancing would allow the player to slide everywhere and make the mechanic too useful because of it's speed and distance it's able to travel, it's not a bad game mechanic; however it's powerful. The added acceleration made it so the player is given too much speed to take advantage of. However, in tighter level sections this can be useful to use against the player with them having to go through tight corridors and avoid lasers as the such!
The use of making the best tool in the game be useful against the player is very important to make it so it's given some form of use other than just being a huge buff!
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