godot-genre-platformer
Genre: Platformer
Expert blueprint for platformers emphasizing movement feel, level design, and player satisfaction.
NEVER Do (Expert Anti-Patterns)
Physics & Movement Feel
- NEVER multiply velocity by
deltabeforemove_and_slide(); the method internalizes the timestep. - NEVER skip Coyote Time (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
- NEVER ignore Jump Buffering (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
- NEVER use a fixed jump height; strictly implement Variable Jump Height (cut velocity on release) for player expression.
- NEVER forget to scale gravity by
deltabefore adding to velocity; gravity is an acceleration and must be frame-rate independent. - NEVER rely on discrete collision for high-speed movement; strictly use
CCD_MODE_CAST_RAYto prevent tunneling through geometry. - NEVER use
move_and_collide()for standard traversal; it lacks the slope/stair handling ofmove_and_slide(). - NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use
is_equal_approx()or>= 0.0.
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