Developer of super-difficult & high-speed masterpiece 2D action game 'Celeste' explains 'points about action'



Maddy Thorson, a developer of the highly-acclaimed 2D action game Celeste, which won the Game For Impact category at The Game Awards 2018 , is one of Celeste's action elements. Explains the 'points that are particular' on Twitter.

Matt / Maddy Thorson ?? (@MattThorson) / Twitter
https://twitter.com/MattThorson

Many 2D action games, such as the Super Mario Bros. Series and Rockman, have appeared in many games, but Celeste is extremely simple. In a game that uses the three actions of `` jump '' `` air dash '' `` climb '' and rushes through the stage while avoiding enemy attacks and damage terrain such as needles, you die when you eat one enemy attack It is also one of the so-called 'immediate death games'. You can understand what kind of game Celeste is by watching the following movie.

Celeste-Launch Trailer | PS4-YouTube


One of the key points revealed by Celeste developer Thorson is the specification called 'Coyote Time', which enables jumping as soon as the character falls off the scaffold, even if it falls. In the case of Celeste, where very precise operations are required, the presence of coyote time has the effect of reducing the number of fall deaths.




The second point is 'jump buffering'. This is a system that activates the second jump immediately by pressing and holding the jump button before jumping and landing. In Celeste, it is necessary to make continuous jumps lightly to get through enemy attacks, etc., so it is thought that it was born to reduce the interval between each jump.




The third is 'halving gravity at the top of the jump.' In Celeste, when the character reaches the top of the jump, the gravity applied to the character is reduced by half. Thanks to this processing, Thorson explains, 'The operation time until landing increases and the operation feeling becomes comfortable', but at the same time, 'It may be difficult to understand just by looking at (the existence of the processing) '




Points 4 and 5 focus on avoiding collision with objects. As you can see from the GIF movie below, if you jump and hit the corner, the character will shift a half step and avoid collisions.




When colliding with the floor when sprinting, it shifts upward to avoid collision. Celeste often passes on narrow roads, so by adding such processing, you can enjoy the action without stress.




Point 6 is also related to 'Avoid collision with objects', and if a character dashes and collides with a scaffold that can pass through from the side, avoid collision so that the character always comes to the upper side instead of the lower side of the scaffold That is the process. This is done because if the character goes under the scaffold, it will inevitably result in a fall.




The seventh is 'addition of momentum by lift'. When a character jumps from a moving lift, the momentum of the lift is added to the character. In the following movie, it is shown that the character jumping from the lift moving upward is jumping higher than usual, and you can see that the upward momentum of the lift is added to the character's jump .




According to Thorson, even if the lift stops, the momentum addition process will continue for a few frames . Thanks to this process, it is possible to perform a high-speed action that jumps and moves from one moving lift to another.

Points 8 and 9 are the specifications that a 'triangle jump' that kicks and jumps on the wall occurs even if you are away from the wall. In Celeste, a triangle jump can be activated even if it is 2 pixels away under normal conditions. Although it is a slight impression that 2 pixels, Thorson says, 'Celeste has a resolution of 320 × 180 pixels, so 2 pixels is not small.'




'Super Wall Jump', which allows you to make a large jump when you dash upward while dashing, activates even if you are 5 pixels away from the wall. 'A 5 pixel is more than half a tile!' Says Thorson. This is particular point 9.




The ten most important points are the specifications related to the character's 'stamina'. Celeste uses a system that consumes stamina every time you move while holding on to the wall, and slides off the wall when the stamina runs out. Especially when jumping right above, a lot of stamina will be consumed, but if you move away from the wall immediately after jumping right above, all the stamina will be returned.




If you jump sideways from the wall, all stamina will be returned. Therefore, if you are stuck on a wall, you can take two options: 'jump horizontally and move heavily' or 'jump vertically and then move a little to gain height'. Thorson commented, 'This specification is complex, but it is especially important in Celeste.'

In Celeste, various specifications are incorporated in the action that the character simply jumps and moves. Thorson commented on the basic philosophy of these specifications: 'We add a little cheating to the operation to improve the player's feeling of operation.' According to Thorson, 'Celeste is a very difficult game, but I think these specifications make players feel kind.'




Celeste can be played on PC (Steam), Nintendo Switch, PlayStation 4, Xbox One, Steam version 1980 yen including tax, Nintendo Switch version 2160 yen including tax, PlayStation 4 version 2200 yen including tax, Xbox One version 2000 yen including tax Are sold separately.

Steam: Celeste
https://store.steampowered.com/app/504230/Celeste/



Nintendo Switch | Download and Purchase | Celeste
https://ec.nintendo.com/JP/ja/titles/70010000010822



Celeste | Official PlayStation Store Japan
https://store.playstation.com/ja-jp/product/JP0215-CUSA17335_00-CELESTEJPCELESTE



Buy Celeste-microsoft store en-in
https://www.microsoft.com/ja-jp/p/celeste/bwmql2rpwbhb



in Video,   Game, Posted by darkhorse_log