The Game Design Dive series examines a specific game system or mechanic over the course of the history of the industry. For this book, it will examine the history of jumping – one of the oldest mechanics in the industry, and how it has evolved and changed over the years. We will look at the transition from 2D to 3D, and multiple elements that make jumping more complicated than it looks from a design perspective.
Key Selling Points:
Foreword. The First Jumps. Committed Jumping. Non Committed Jumping. The Mascot Platformer Era. Basic 2D Design. Jumping Options. Advanced 2D Design. The Adventure Platformer. Methodical Jumping. First Person Jumping. 3D Arrives. Measuring Depth in 3D. The 3D Platformer Era. 3D Design. Auto Jumping. The Move Away from 3D Platforming. The Surge of Indie Platformers. Physics (or Momentum)-Based Jumping. Mario Maker and the Kaizo Culture. Expert 2D Design. Conclusion.