Friday, October 1, 2010 [Tweets] [Favorites]

Tuning Canabalt

Adam Atomic:

One of my goals with Canabalt was to make a game that really felt fast, like blazing, sweaty-palms fast. It turns out this isn’t that easy to do in 2D, because the horizon is so close. 3D games get to cheat a little, by letting you stare off into the distance in a way that 2D games tend to struggle with. You can zoom the camera out, so that player can see more of the world, but if you do that then objects appear to be moving more slowly. It’s a really tricky balance.

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