What makes a good movement system?

As of now i get that sprinting, crouching and dashing are essential, but what other movements can be implemented to make it fun, but to not overwhelm the player?

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rolling and depending on the game even double jump could really liven up the game

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Hii!

You can add skills based on the game you are creating, Skills that help you explore the environment And don’t feel out of place

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Knowing the type of genre of the game would be nice but let me run down the basics:

I believe that movement if done correctly is amazing, TF2 and Neon White (ew) excel at making the player constantly like they are speeding around at the speed of sound (I couldn’t think of anything to say)

Now I will be taking idea from dodgeball style games, so go check out those type of games if you want a better grasp of what i am talking about.

A High jump with some air control, I like the feelings of have just a little floatiness in 3D fighting games

A Downwash/Meteor if the game is a fighter then I really enjoy having a downdash that allows the user to switch up what their doing and if you want bonus credit a meteor hit box would be cool as something to be a “get off me type thing”

Horizontal boosts - again taking from the fighting gerne, A “wave dashing” type boost horizontally while being a little slippery

I don’t have alot of suggestions from the top head but if you want games that do movement really well here’s a short list

TF2
Neon White
Ricochet
Karlson
Ultra Kill
Get to the orange door

-Dear_Anonymous

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thank you all, ill take this feedback

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What stands out to me as a great movement system is not something that specifically uses the player’s body. (i.e Dashing,Sprinting,Double jump).
But mainly something that just shows you creative ways of mixing up your movements.The first thing I could think of is Sekiro’s Grapple Mechanic.Not only is it useful for movement and vertical level design,but also sometimes useful in battles,like grappling onto and enemy from afar to close the distance.

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Fine tune the movement system you have now. Even more important than capabilities, how a character feels while moving is what determines if they enjoy playing your game.

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