Some games are known for the horrible "player control", like "Total Recall". Other games have gotten good marks for really good player control... which I'm drawing a blank on right now... But I'll say that I've always found the player control on the original Zelda game to be good, and although I dislike the Super Mario Brothers games, I imagine that Nintendo did a reasonable job with player control in those games too.
Poor player control makes a game suck (worse than a bad story line, IMHO). Characters who don't move when they should, or move too much, or jump off platforms into the abyss on a whim is the kind of thing that I'm driving at.
As developers, there are some obvious things that we should consider:
1) Storing character position with sub-pixel accuracy.
2) Trying to keep motion and animation as smooth as possible.
3) Try to be smart about acceleration and deceleration.
4) Issues involving jumping: "fake physics" like in Mario vs. jump height has nothing to do with how long the button is held down (Castlevania? Crystalis), to being able to change position in mid-jump (or not).
Before I delve into player control in my own game, I wanted to get the community opinion:
1) Which games come to mind that had excellent input / player control? (They might be worth reverse engineering to learn from).
2) Which games were ok but could have been better (and how specifically)?
Many you have a lot more experience playing, hacking and designing games. What should us newbies do (or not) when we try to implement "player control" in our games?
Poor player control makes a game suck (worse than a bad story line, IMHO). Characters who don't move when they should, or move too much, or jump off platforms into the abyss on a whim is the kind of thing that I'm driving at.
As developers, there are some obvious things that we should consider:
1) Storing character position with sub-pixel accuracy.
2) Trying to keep motion and animation as smooth as possible.
3) Try to be smart about acceleration and deceleration.
4) Issues involving jumping: "fake physics" like in Mario vs. jump height has nothing to do with how long the button is held down (Castlevania? Crystalis), to being able to change position in mid-jump (or not).
Before I delve into player control in my own game, I wanted to get the community opinion:
1) Which games come to mind that had excellent input / player control? (They might be worth reverse engineering to learn from).
2) Which games were ok but could have been better (and how specifically)?
Many you have a lot more experience playing, hacking and designing games. What should us newbies do (or not) when we try to implement "player control" in our games?