Mobility Mastery #3 - Wall Sliding versus Wall jumping

    The difference and when to know when to use one over the other for any given level design at hand. For Super Meat boy I got the idea for wall sliding and not only using the wall jumping mechanic. The difference has been made clear to me why I should be using wall jumping for a Megaman clone at the end of the day.

Wall sliding

Wall sliding is one of my favorite mechanics because it encourages the player to time when to get off the wall and having to deal with a build up of speed, usually paired with wall jumping. However, wall sliding only works when the given levels are large/ more open in design, not so small and cramped to deal with enemies.

Now traditional slow down your descent wall sliding isn't bad to have for a Megaman like game but it's meant more for timing/ slow down of play. When performing wall sliding you're more worried about timing yourself and your movement as in the level is more of an enemy than the enemies being a threat. This design would be great if you ever created a large world game to give the players some unique mobility mechanics to work with.

Wall sliding works better with more floaty gameplay and meant to be more of a main form of traversing when walls come up. From my experience, tight wall sliding mechanics are tough to do.

Wall jumping

Wall jumping takes more inputs, more precise movements can be made and has a lot more flexibility for dealing with enemies when trying to get to higher places, you have it where the enemies you encounter are helping you get up spaces.

Keep in mind Wall jumping comes in multiple different flavors. Execution wall jumping where you're pressing the input of wall jumping at the correct time like in Bunny Must Die Chelsa and the Seven Devils with a focus on getting each input down every with more than a simple input. It feels more like execution characters from fighting games in this regard.

Megaman wall jump your vanilla wall jump system that you can't go wrong with, it's simple and straight forward with using the same wall.

Mario Wall jump; push you off of the wall, this is because more levels are larger and want you using other mobility options once you're done wall jumping off the walls and go into another mobility tool, however outside of that this can be useful to stop players from abusing the same wall jump over and over to avoid certain challenges/ platforms.

Wall jumping is shown to work with less floaty gameplay and meant more to be a support gameplay tool rather than an outright gameplay tool.

Conclusion

Use some form of a system that's more focused on tighter movement or more loose movement for vertical gameplay.

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