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List of potential feature improvements #1

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britzl opened this issue Aug 9, 2018 · 1 comment

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@britzl
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commented Aug 9, 2018

  • Hang on edge of platforms / wall nooks / pegs
  • run
  • double jump (or as many extra jumps)
  • downward slam
  • upward super jump (rook)
  • spiderman style rope swing / hook shot swing
  • look up / down when holding up or down move camera up or down
  • couch to avoid bullets aimed and player head
  • crawl to crawl under short areas
  • slide to slide under short areas
  • wall hold slide down
  • jump down from one way platformers by holding down and jump
  • horizontal dash
  • dash to break breakables
  • jetpack
  • ropes
  • swim
  • free fly
  • different gravity zones
  • swap vertical gravity
  • portals
  • doors
  • pushable blocks
  • camera shake (want to use noise so it’s smooth I have examples somewhere…)
  • micro freeze frame when taking damage / doing damage
  • basic enemy AI following player and is willing to fall off platforms / will try to jump to nearby platforms if it can / free fly ai that chases player / ai which walks between paths
  • slopes (you need a custom pill shape for this to work right)
  • parallax systems for background layers
  • jumping bounce pads
  • windy areas
  • icy floors that are slippery
  • keys / doors / switches
  • collectibles
@paweljarosz

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commented Aug 5, 2019

If you plan to add some features to Platypus, here's my prioritized wishlist :D :

  • customizable movement arcs (acceleration, movement at top speed, deceleration)
  • jump down from one way platforms by holding down and jump (also there is an o.w.p. bug, when the player's collision is intersecting the o.w.p. collision and player wants to jumps at that moment)
  • dash (in any direction (to cover downward slams too), during jumping or on the ground (dodge))
  • wall contact - hanging on the edge, sliding on the wall, climbing up the edge (ladders)
  • windy areas (or general possibility to apply force to the object - constant wind obstacle or instant force pound, like when hitted - to perform a kickback)
  • swim (2D water bouyancy simulation maybe?)
  • icy floors that are slippery (or general different friction?)
  • pushable blocks
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