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moving platforms.

Moving the player with a controller isn't hard; moving the player on a platform isn't hard, Putting them together you now have two things that want to dictate how the player should be moving.

What should you do if the platform pushes the player up into a ceiling? Push the player through the platform? Squish the player? Stop the platform from moving? Force the player to crouch allowing a little bit more time before squashing?

What about from the other side where the platform comes from the top down on the player pushing them into the ground? Should it behave the same?

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MORE IDEAS ON THIS

But it will probably not surprise you to learn that doors are far from the only seemingly simple feature that prove to be unexpectedly challenging in the development process.

A few months ago, I asked developers across the industry the question, "What is a thing in video games that seems s...

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Opposing Forces

The team at Skydance Interactive, behind The Walking Dead: Saints & Sinners, they were able to turn a challenging collision problem into a fun new feature:

"One of the bugs I had was when a walker was trying to get through the door at the same time that a player was trying to open it, t...

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Getting from place to place

For instance, elevators. whether they're taking players up a single floor in a building or serving as pseudo-loading screens between two major game areas

"First off, you have to summon [an elevator] via a button or whatever. By calling the elevator, you open the opportunity for the player,...

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<p dir="ltr">Earlier this year...

Earlier this year, game developers across the industry weighed in on Twitter on a seemingly innocuous question: What's the problem with doors in video games?

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