Giving Windle Life

Pressure & Physics: Coding our Protagonist

With the studio set up, the real work began on the game itself. In a vertical platformer, the player’s relationship with gravity is the entire game. If the jump doesn’t feel right, the game doesn’t work.

The “Heavy” Physics: We spent the last few days perfecting the “feel” of movement in Godot 4. We didn’t want a floaty jump; we wanted impact.

  • Coyote Time & Jump Buffering: Standard features for any tight platformer, ensuring that if you press jump a millisecond too late or too early, the game still respects your intent.
  • Reactive Screen Shake: We’ve tied the screen shake intensity directly to falling velocity. When you land from a great height, you feel the weight of the machine.

The “Whitebox” phase continues. Windle moves with purpose, but now, we move onto building the blocks of the world he’s destined to climb.

Leave a Reply

Your email address will not be published. Required fields are marked *