I made a unique (atleast in my eyes) platformer testing place!
Since, I’m pretty new to developing, I did some heavy internet searching for the resources I was looking for. With the help of youtube tutorials, trusted free models, and resources on the forum, I constructed this testing place!
As I said before, I’m pretty new to developing, so give me some feedback! Before you play my testing game though, you’ll have to know how the game works in order to give an honest opinion (or you can read the sign at spawn, but I’ll go into extra detail here)
1st of all, yes I know I used the JToH kit, but the creator did say you can use it for your own game, so yeah. Anyways
controls/ movement
Shift = Dash: I made this one on accident. I followed a youtube tutorial on how to make a dash, and it wasn’t the dash I was looking for, so I tampered with the script and made it so you can spam it. I thought about this and decided to design the obstacles in my game to revolve around this mechanic. After a while, I decided to give it a tiny cooldown. The cooldown was just enough to make it balanced (atleast in my eyes. Tell me if I should replace this with an actual dash or make a longer cooldown).
Ctrl = Stomp: This move propels you downwards fast. This is a mixture of the groundpound jump from Mario and the stomp from Sonic. If you jump after landing with this move, you get a short jump boost. In return of that jump boost, you lose a bit of your speed and your MaxSlopeValue (I’ll get to that later). Tell me how you think about this.
the rest of the controls won’t have that much of an explanation
E = Slide: This move is only used for sliding under openings in the map. It’s only the animation though, but considering that I already have a dash, I’d say I’d keep it like that. Again, tell me if I should change this.
Q = Shiftlock: Because whats a roblox game without it!? I moved the shiftlock button to Q because I thought that it would still be reachable with it being next to the finger that mainly presses W.
gimmicks
idk if these are what they’re called, but I’m just calling these gimmicks just so I don’t over think it.
Acceleration: You can build up speed in this game by walking until you’re at max speed, or dashing in order to get to max speed faster. Having more speed (combined with the spam-dash) can help you get across wide jumps in the game. Acceleration also builds up your MaxSlopeValue or whatever it was called, which leads into the next gimmick.
Slope running: I wanted to have some sort of wall running in my game, but I just couldn’t find a tutorial. I couldn’t find any scripts that I could modify either, so I decided to do my own take on “WALL RUNNING” and decided that as you build up speed, you’ll also build up your max slope value. This will allow you to run up thin slopes. Once you’re on a slope, you gotta keep on running, cuz if you stop, you’ll slide off the slope.
Homing attack: Yes, I got this one off of a free model (like most of these, except I tampered with the others a bit and left this one exactly how it was in the free model). If you played or seen any sonic game, you’ll know what this will do, except for one thing, you can’t attack enemies with it. The homing attack will only be used for specific platforms placed throughout the map (like springs and vine ropes).
Wall jumping: I found this on a tutorial. On certain walls (walls with big arrows), you can wall jump off of them. I tampered with the script a bit, but other than that, it’s just a wall jump
weapons
Theres only one major weapon in my game (the other weapons are just experiments for future use)
It’s main use is to be the way you attack enemies. I plan on making a perk system with this weapon (adding mobility upgrades, combat upgrades, ect) But for right now, it’s just a weapon. Also, it can only kill enemies, not players.
other stuff
theres also alignment keys in my place. I got this script off the forum
Thats pretty much my test game. Please give me any feedback. Should I re-do everything? Any feedback is greatly appreciated!