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Hello!

Time for another massive episode. This one is on a topic I've wanted to cover for quite some time: unique movement systems. From wingsuits to web swinging to wall runs. How do developers make movement that feels fun, satisfying, and interesting?

It was a tricky question to answer because the answer is very different depending on the game - what makes Mario good is completely different to Titanfall 2. But by looking at the individual elements, and then looking at their commonalities, I think I found some good lessons for designers.

Let me know what you think. The video goes live tomorrow.

Mark

Files

How to Turn Movement into a Game Mechanic

GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit I love games that make movement into a primary game mechanic. From the parkour thrills of Mirror's Edge to chaining moves in Mario Odyssey to dive-bombing in a wingsuit in Just Cause. How do developers come up with amazing movement systems? Let's find out. === Before you watch === Disclosure: Sackboy: A Big Adventure, Spider-Man Miles Morales, and Tony Hawk’s Pro Skater 1+2 game codes provided by the relevant publishers. I was a game design consultant on Sackboy: A Big Adventure. === Games Shown === inFamous Second Son (2014) Mirror's Edge (2008) Marvel's Spider-Man: Miles Morales (2020) Skate 3 (2010) Sonic Generations (2011) Ghostrunner (2020) The Pathless (2020) Rocket League (2015) Sunset Overdrive (2014) Titanfall 2 (2016) Dustforce (2012) Assassin's Creed Unity (2014) Just Cause 3 (2015) Ori and the Will of the Wisps (2020) Super Mario Odyssey (2017) Sackboy: A Big Adventure (2020) A Hat in Time (2017) Tony Hawk's Pro Skater 1 + 2 (2020) Ori and the Blind Forest (2015) The Legend of Zelda: Twilight Princess (2006) Quake (1996) Crumble (2020) N++ (2015) Cyber Hook (2019) Gravity Ghost (2015) Shovel Knight (2014) A Story About My Uncle (2014) Bionic Commando (2009) Superflight (2017) Dishonored (2012) The Legend of Zelda: Skyward Sword (2011) Bowser's Fury (2021) Grow Up (2016) The King's Bird (2018) Skate (2007) Marble It Up! (2018) Unravel (2016) Snake Pass (2017) Marvel’s Spider-Man (2018) DOOM Eternal (2020) Tony Hawk's Pro Skater 3 (2001) Prince of Persia: The Sands of Time (2003) The Free Ones (2018) Celeste (2018) Batman: Arkham Asylum (2009) Splatoon 2 (2017) Clustertruck (2016) Gravity Rush 2 (2017) === Credits === Music provided by Music Vine - https://musicvine.com/ Titanfall 2 Grapple Highlight Reel - https://www.youtube.com/watch?v=v956Jr5jCUs Quake Speedrun in 11:47 - https://www.youtube.com/watch?v=hcareEsIXHM Rocket League Secrets- Tips, Tricks, and How to Fly - https://www.youtube.com/watch?v=2YcgozjRVrM Rocket League - Best Bicycle Moments - https://www.youtube.com/watch?v=LGiZ22VLA64 5min of Satisfying Grapple Slingshots - https://www.youtube.com/watch?v=U5lQGBl9rzg == Translation == Contribute translated subtitles - Coming soon

Comments

Anonymous

I have been playing quite a bit of Apex Legends lately and the movement is mostly Titanfall 2 without the wall running. The smooth movement is one of the best things the game has going for it. Rushing an enemy squad using all the movement mechanics, or bunny-hopping away from enemy fire when you are 1 shot away from death is a lot of fun and feels really satisfying.

Will Kommor

Satisfying movement is exactly what keeps me coming back to Grow Home and Grow Up!!

Anonymous

My very hipster answer for good movement might be Redout, an anti-grav racing game. Racing games basically are about maintaining momentum much like an F1 racer, but instead of keeping to a mostly flat race-track, Redout has massive 3D tracks using loop-de-loops, long jumps and pipe tunnels. As you accelerate, your energy meter builds up to allow for either a chosen power (one of which is a mega speed boost at full energy) or activating a turbo for a higher acceleration. It always builds up while you're accelerating, so you go into most corners not braking and getting ready to drift: you're driving full-speed into them and finding the right racing line. You can use that turbo either to push into higher speeds on the straights, or recover from a dip in speed from other tight corners. Maximising that speed boost requires good timing through memorising the track and using as much turbo as possible.

Anonymous

Hi Mark. I watch all your videos with joy, and drop everything I'm doing, when there's a new video up. I never really interact much - not that I don't enjoy your videos, It just not my style. So, that said, I came here to write some critique (hugs, kisses and all - love your work etc etc.) This video, about movement, reeeally needs some infographs. Some text, some animation, anything!, to hold my hand as a viewer. Recently, I re-watched the Boss Key episode om Link between Worlds, and that video is amazing in it's simple, yet deep examples on diffent dungeons, order in how to complete them, different Zelda style games (lock n' key, puzzle box etc.) and even those bloody graps. I really felt like I was taught new knowledge, and never, ever, felt like I couldn't keep up with all the information. This video on movement however, there are no graphics to help me. No 1. 2. 3. examples. Nothing of any kind, and I really lost my way. In your 6th example I wasn't really sure if it was still your points (1, 2, 3 etc) or we had moved on to another topic in your video. I really feel like this video needs to hold my hand more.

GameMakersToolkit

Fair feedback - I'll keep it in mind for future! Guiding the viewer through my points is something I try really hard to do, and looks like I didn't quite manage it here. Next time!

gloVA

Hey Mark - great job with the movement video, if You ever want to do a fallow up. I did a gdc talk https://youtu.be/uikbLyi-cug about some things that You mention here and did a lot of improovements in dl2. So maybe next time You could include some dying light hints as well 😉- feel free co contact me 😅 love Your work 👌