Game Design Deep Dive Game Design Deep Dive Platformers Joshua Bycer CRCPress Taylor&FrancisGroup 6000BrokenSoundParkwayNW,Suite300 BocaRaton,FL33487-2742 ©2020byTaylor&FrancisGroup,LLC CRCPressisanimprintofTaylor&FrancisGroup,anInformabusiness NoclaimtooriginalU.S.Governmentworks Printedonacid-freepaper InternationalStandardBookNumber-13:9780367211387(paperback)9780367211417(hardback) Thisbookcontainsinformationobtainedfromauthenticandhighlyregardedsources.Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannotassumeresponsibilityforthevalidityofallmaterialsortheconsequencesoftheiruse.The authorsandpublishershaveattemptedtotracethecopyrightholdersofallmaterialreproducedin this publication and apologize to copyright holders if permission to publish in this form has not beenobtained.Ifanycopyrightmaterialhasnotbeenacknowledgedpleasewriteandletusknow sowemayrectifyinanyfuturereprint. 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VisittheTaylor&FrancisWebsiteat www.taylorandfrancis.com andtheCRCPressWebsiteat www.crcpress.com Contents Acknowledgments ix Foreword:AGameDesignDeepDiveintoPlatformers xi 1 TheLegacyofJumping 1 1.1 TheTimelessnessofPlatforming...............................................................2 1.2 WhyPlatformingIsNotGoingAway......................................................3 2 TheFirstJumps 5 2.1 DefiningthePlatformer..............................................................................5 2.2 PitfallsandPlumbers...................................................................................6 3 CommittedJumping 9 3.1 WhatisCommittedJumping?.................................................................10 3.2 CommittedJumpingLimitations............................................................10 4 VariableJumping 13 4.1 WhatIsVariableJumping?......................................................................14 4.2 Committedvs.Variable............................................................................15 5 The2DMascotPlatformerEra 17 5.1 GenesisDoesWhatNintendon’t.............................................................18 5.2 Mario’sWorld.............................................................................................18 v 5.3 Sonic’sBoom...............................................................................................21 5.4 MascotPopularity......................................................................................23 5.5 TheWideWorldofMascots....................................................................25 6 Basic2DDesign 27 6.1 JumpingLogic.............................................................................................27 6.2 CameraAngles............................................................................................28 6.3 TheFactorsofJumping.............................................................................30 6.4 CreatingMultipleJumps...........................................................................32 7 Advanced2DDesign 35 7.1 LevelFlowandStructure..........................................................................35 7.2 TeachingthePlayer....................................................................................37 7.3 ObstacleDesign..........................................................................................38 7.4 PlatformingChallengeDesign.................................................................40 7.5 TheHardestJumps....................................................................................41 7.6 FallDamage.................................................................................................48 8 TheAdventurePlatformer 51 8.1 Story-DrivenJumping...............................................................................52 8.2 HeroicPlatforming....................................................................................52 8.3 TheProsofAdventurePlatforming........................................................53 8.4 TheLimitationsofAdventurePlatformers............................................54 9 PuzzlePlatformingandDesign 57 9.1 TheThinker’sJump...................................................................................57 9.2 Skillvs.Thought.........................................................................................59 10 First-PersonJumpingDesign 61 10.1 JumpandShoot..........................................................................................61 10.2 TheFirst-PersonCamera..........................................................................62 10.3 TheLimitsofFirstPerson........................................................................63 11 The3DPlatformerEra 65 11.1 TwoandaHalfDGames.........................................................................65 11.2 TheRiseof3D............................................................................................66 vi Contents 11.3 TheMario64Formula..............................................................................67 11.4 The3DMascotRush.................................................................................70 11.5 ThreeDAdventurePlatforming.............................................................71 12 ThreeDDesign 73 12.1 The“Depth”of3D.....................................................................................73 12.2 ThreeDCameraDesign...........................................................................74 12.3 TheShadowKnows...................................................................................77 12.4 SubjectiveDifficulty...................................................................................78 12.5 Auto-Jumping.............................................................................................80 13 TheAAAShiftAwayfromPlatformers 83 13.1 TheGrowthoftheGameIndustry..........................................................84 13.2 TheBlendingofGenres............................................................................85 13.3 TheLimitsof3DPlatformerDesign......................................................86 13.4 EndlessRunnerDesign.............................................................................87 14 TheIndieImpact 89 14.1 TheIndieMovement.................................................................................90 14.2 Bringing2DBack.......................................................................................91 14.3 CelebratingCeleste....................................................................................92 14.4 TheModernRetroMarket.......................................................................94 15 Physics-DrivenPlatformerDesign 97 15.1 IncalculableJumping.................................................................................97 15.2 TechnicalLevelDesign..............................................................................99 15.3 PhysicsProblems......................................................................................100 16 SuperMarioMakerandKaizoCulture 103 16.1 MakingMario...........................................................................................104 16.2 TheLegacyofMario................................................................................106 16.3 WhatIsKaizo?..........................................................................................107 16.4 IWannaBeaPlatformer........................................................................109 16.5 BringingKaizototheMasses.................................................................110 16.6 TheLimitedAppealofKaizo.................................................................111 Contents vii 17 Expert2DDesign 115 17.1 LevelPhilosophy......................................................................................115 17.2 CreatingMechanics.................................................................................119 17.3 Challengingvs.Frustrating.....................................................................121 17.4 CollisionDetection..................................................................................125 17.5 TrackingTimers.......................................................................................129 18 Conclusion 131 Glossary 133 Index 137 viii Contents Acknowledgments For the months I spent writing this book, I had a special offer for my fans and supporters. For anyone who donated a select amount to my patreon (http://patreon.com/gwbycer) or via online donation, they received an acknow- ledgment in this book. Keep an eye out for future works of mine, as I’ll be making similar promotions there. Without further ado, I would like to thank the following people for contributing that helped me to focus on this book: Charles Currer D.S. Mike M. Garcia Robert Leach Irish Mojo ix