Planning and Designing 2D Character Controllers: Using Lucid Chart

January 28, 2021

Planning

2D Platformer Design



Lucidchart

Description:
Visualization tool for diagramming and flowcharting.


Overview

I want to begin designing the 2D platformer character controller creation tool, so I looked for diagramming and flowcharting tools and turned to Lucidchart. I have used it a couple times in the past, and thought it would be a good source to go to again for this. It covers both the helpful programming diagramming as well as just general note and design organization is a clean and visual way.

Design Start: Inspirations and Controller Component Breakdown

Since I want to make a strong character controller creating tool, I want to gather good resources to draw from to see what different components I want to include in the tool. To start this, I began laying out all the basic components that I think can make up a 2D platforming character in a game that I am interested in covering. To support this, I have also began listing games with strong or unique 2D platforming character controllers that I want to draw options and information from. This are shown below in the images created with Ludicchart (these are just the beginnings to start getting the information down and figure out how to start organization).

2D Platformer Character Controller Components: Start


Games to Research and Draw Inspiration

As I started to fill in the games, I noticed that some of them are distinctly different in what I consider pacing so I decided to separate those out for now. Recent Yoshi games and most Kirby games tend to be a bit easier on the difficulty side, especially compared to a lot of games on my list, which I think in turn makes them feel a bit lower paced. This may not be the most accurate term, as there are times a game such as Hollow Knight can be a bit slower paced, but I do not think it has anywhere near the feel that Yoshi and Kirby games has I am trying to convey.

Summary

So far Lucidchart has been fantastic just for visually organizing my thoughts and notes so far. The components are very cleanly organized because I can lay out the major component names, while attaching notes to those individual components to give a longer description as well as some game examples to explain them better.

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