I'm getting my feet wet trying to design and implement a 2D action platform game. Combat will be a great approach, so I want to have a narrow ground and air control so that players can be precise and express dominance. For now, I don't think I want times of high acceleration and deceleration, since I think they detract from a feeling control scheme & # 39; tight & # 39 ;, but feel free to correct me if there are data or examples that say otherwise .
I'm very inspired by combat and I want it to look like a fighting game. From a surface level analysis, in many fighting games, especially crushing brothers, there are usually two (or more) horizontal movement speeds: a walk and a run, a run and a sprint, and so on. Naively, I thought "good fighting games have it, so if I want this to feel like a fighting game, I need to have it too," but if I think about it a little more, I'm not sure if it's worth implementing. Mainly because I don't understand the implications of having a sprint mechanic or not.
One thing that I am quickly discovering is that any design question can be reduced to & # 39; it depends & # 39 ;, especially on the game itself and on what I want to achieve. If you need more context, my initial idea is to unite more closely the feelings you get when you make a new combo or link or discover new ways to use a system mechanic in a fighting game with that sense of discovery when opening a game. World in a Metroidvania. Then, a 2D Metroidvania with action / fight game level combat. My initial thought is that the sprint would open the opportunity for board attacks, maybe some cancel, and make it easier to move around the world. It also means more implementation work, because most of the time I don't have buttons, so I would have to do some kind of double-touch analog input or smash attack to work.
My main example of two race speeds in a non-fighting game is in some Kirby games, where you can start a race by touching one direction twice. In the context of Kirby, what makes the board for the game as a whole? Would it be better to have a faster base speed and not run? What opportunities would open if I had a sprint and what would close?
Perhaps a better example, although not in 2D, is Raiden & # 39; s Ninja Run from Metal Gear Solid Rising Revengeance. It helped him move from one encounter to another faster, and served to close gaps while he was under fire.
The initial reaction says that my players will only use sprint to run from one encounter to another and they will lose the things I put that they might not do if they are taking their time. I would have to put things that encourage the player to slow down and be smart about it so as not to feel that I am destroying the player's rhythm. I think & # 39; go as fast as I am allowed & # 39; It is the default mode for most players, and having a variable running speed does not add much choice. I think that going fast, especially going faster in comparison, is fun, but is it a valuable compensation? I could compensate for this with a resistance system just for running or some other artificial limiter, but I think that opens up a new set of implications that I still don't fully understand.
What are the benefits and disadvantages of having a sprint?