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blitz:design [2026/05/29 15:31] – Wording nyarumiblitz:design [2026/05/29 15:34] (current) nyarumi
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 What follows are the approximate maximum distances that can be crossed by doing a certain movement action. While a more accurate number are possible, the maximum only matters for making sure two objects are too far apart to cross. If you actually want players to cross a chasm, you'll want to keep the distance under the maximum by some measure; no one likes missing a jump by millimetres. If you want to make a chasm uncrossable, you'll also want to make the distance quite a bit larger than the maximum to make it visually clear to the player that they should not try to cross. Level design is a form of communication, and unless you're making a puzzle level you should probably try to make things as clear as possible. What follows are the approximate maximum distances that can be crossed by doing a certain movement action. While a more accurate number are possible, the maximum only matters for making sure two objects are too far apart to cross. If you actually want players to cross a chasm, you'll want to keep the distance under the maximum by some measure; no one likes missing a jump by millimetres. If you want to make a chasm uncrossable, you'll also want to make the distance quite a bit larger than the maximum to make it visually clear to the player that they should not try to cross. Level design is a form of communication, and unless you're making a puzzle level you should probably try to make things as clear as possible.
  
-|   ^Distance]^ Rec. Reachable]^ Rec. Unreachable]^+|   ^ Distance^  Rec. Max Reachable^  Rec. Min Unreachable^
 ^ Running Jump    |      30|      27|      40|  ^ Running Jump    |      30|      27|      40| 
 ^ Swimming Jump    |      75|      67.5|      90| ^ Swimming Jump    |      75|      67.5|      90|