Design Diary: Character Movement #4
Designing a 2D Platformer Character Controller
Dashing is a mechanic that I was on the fence over including or not. Originally I wanted the game to feel heavy and have a real sense of weight about it. The player is not a hyper mobile parkour expert. They are a scientist. Sluggish. Slow. However, something seemed to be missing without a dash and the way I implemented it still allows it to be heavy while opening up a larger sense of freedom.
Dash
The dash mechanic adds a burst of mobility, giving players momentary control to cross gaps, dodge hazards, or reposition quickly. While walking and jumping establish deliberate, grounded movement, dashing injects a moment of high-intensity gameplay, letting the player feel empowered without breaking the overall pacing.
Design Considerations:
Enhanced Mobility
Dash lets the player move horizontally faster than normal walking speed. This compensates for the game’s lack of sprinting and ensures exploration remains smooth even in longer platforming sequences.
Temporary Gravity Disable
To maintain a clean horizontal burst, gravity is temporarily disabled during the dash. This prevents the player from unintentionally falling mid-dash, keeping the motion precise and predictable.
Dash Duration and Cooldown
The dash duration and cooldown were iteratively tuned through playtesting. Too long or frequent dashes would trivialize platforming challenges; too short or too rare would make the ability feel underwhelming.
Curve-Based Speed
Using an animation curve to modulate dash velocity makes the movement feel smooth and satisfying, with acceleration and deceleration baked in.
Camera Feedback
A subtle zoom-in during the dash reinforces momentum and gives players a dynamic sense of speed. Once the dash ends, the camera smoothly returns to its default state.
The dash adds tension and excitement to movement without sacrificing the deliberate pace established by walking and jumping. It transforms the way the player engages with platforming challenges, creating moments where skillful timing and positioning are rewarded.
By combining dash with X-axis movement and jumping, the game now offers tight, responsive platforming with both deliberate pacing and moments of controlled burst energy—perfect for balancing exploration and challenge.
Going Solo
What Remains Must Wake
Status | Prototype |
Author | NimueS |
Genre | Platformer |
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