2D Game Development
Principles for 2D game systems.
1. Sprite Systems
Sprite Organization
| Component |
Purpose |
| Atlas |
Combine textures, reduce draw calls |
| Animation |
Frame sequences |
| Pivot |
Rotation/scale origin |
| Layering |
Z-order control |
Animation Principles
- Frame rate: 8-24 FPS typical
- Squash and stretch for impact
- Anticipation before action
- Follow-through after action
2. Tilemap Design
Tile Considerations
| Factor |
Recommendation |
| Size |
16x16, 32x32, 64x64 |
| Auto-tiling |
Use for terrain |
| Collision |
Simplified shapes |
Layers
| Layer |
Content |
| Background |
Non-interactive scenery |
| Terrain |
Walkable ground |
| Props |
Interactive objects |
| Foreground |
Parallax overlay |
3. 2D Physics
Collision Shapes
| Shape |
Use Case |
| Box |
Rectangular objects |
| Circle |
Balls, rounded |
| Capsule |
Characters |
| Polygon |
Complex shapes |
Physics Considerations
- Pixel-perfect vs physics-based
- Fixed timestep for consistency
- Layers for filtering
4. Camera Systems
Camera Types
| Type |
Use |
| Follow |
Track player |
| Look-ahead |
Anticipate movement |
| Multi-target |
Two-player |
| Room-based |
Metroidvania |
Screen Shake
- Short duration (50-200ms)
- Diminishing intensity
- Use sparingly
5. Genre Patterns
Platformer
- Coyote time (leniency after edge)
- Jump buffering
- Variable jump height
Top-down
- 8-directional or free movement
- Aim-based or auto-aim
- Consider rotation or not
6. Anti-Patterns
| ā Don't |
ā
Do |
| Separate textures |
Use atlases |
| Complex collision shapes |
Simplified collision |
| Jittery camera |
Smooth following |
| Pixel-perfect on physics |
Choose one approach |
Remember: 2D is about clarity. Every pixel should communicate.