Trouble conveying mechanic: Camera Based Jump Power
I made a system where the player jump power is determined by the camera angle.
I paired this system with dashing, a slam and timestop.
But now I'm having the issue of conveying this mechanic to the player.
I'm using a simple power bar on the UI at the moment (for both the jump and dash) but I feel like this isn't clear by itself and also fails to properly tell the player that the camera is determining the power.
I have a few other ideas but none feel right, it could be analysis paralysis but I figure it can't hurt to ask for advice.
- An arrow on the screen displaying the player's path while charging the jump.
- A metric system on the UI like a map, telling the player how far they will go.
- Keep the power bar, or flip it sideways so it becomes a distance bar.
- A friend also suggested to use fake players that follow the player path while charging.
The issue will be that this visual should be different enough to the dash power bar, which is another problem not for today.
If you have any insight on this problem, please let me know!
Play the prototype for yourself, it will probably help.
Any help is appreciated <3