Dash - Disable or not disable?

Crabs

Veteran
Veteran
Joined
Nov 26, 2016
Messages
153
Reaction score
110
First Language
Portuguese
Primarily Uses
Hello guys!


I've been watching some videos and reading reviews and I notice some divergent opinions about maps where you can't dash.


In my current game project, I decided to disable dashing inside houses. But I'm unsure if it's good or bad. On real life people usually doesn't run inside a house, but in a game... maybe it's ok?


I would like to know what do you guys think about maps that doesn't allow dashing? Do you think it's annoying? On what occasions it's a good idea to disable dashing?
 
Last edited by a moderator:

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
I wouldn't really disable dashing unless there is a good reason for it. You should probably keep it consistent the whole game though; either always have it on or always have it off. That is unless you have a special section of the game.


One reason to consider disabling dashing is that the maps are just really small and so dashing isn't particularly necessary in the game. Another reason is one I'm using in my current game for ace, the mouse script disables dashing anyway, so I disabled it on maps for keyboard to keep it consistent; that's not really an issue with MV though. 
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
I include the option to turn dashing on and off whenever the player chooses, so if it's awkward somewhere then the player can switch.  


I have very occasionally disabled dash where e.g. precision of movement is important.  e.g. in those situations where a precise path must be chosen to avoid death/HP loss/being sent back to the beginning/whatever.  But other than in that sort of situation, I'd say let the player choose the mode they prefer.  It's not vital to you the developer, and it contributes to the player getting the game experience that is fun for them.


Speaking personally, I deeply irritates me as a player when the developer decides for what appears to be an arbitrary reason that I can't dash and instead must crawl around at default speed.
 

Crabs

Veteran
Veteran
Joined
Nov 26, 2016
Messages
153
Reaction score
110
First Language
Portuguese
Primarily Uses
Umm... the idea of letting the player decide to enable/disable the dash seems really nice.


My game will probably have more than 15 hours to be beaten. I think l should try to provide the most comfortable and fluid experience as possible, so the player won't drop. Thank you!
 

Dr. Delibird

Also known as HRforges
Veteran
Joined
May 16, 2014
Messages
283
Reaction score
176
First Language
English
Primarily Uses
RMMZ
Players running through my dungeons like they are some sort of speed demon somewhat anoys me as a developer (since my graphics are the my strong point). Not being able to dash in most places in a game infuriates me as a player. Imho it is always best to just set rhe default to what you want the experience to be like overall be give the player the option to toggle it.
 

Crabs

Veteran
Veteran
Joined
Nov 26, 2016
Messages
153
Reaction score
110
First Language
Portuguese
Primarily Uses
Yea... I also wouldn't like to see people rushing on my maps. I tried to solve it with a gathering system - if they rush, they will miss stuff xD


Seems people mostly prefer to have dash enabled by default. I'm going to make an interface to let them disable it too.


The world I'm making is huge. So big that I had to add a mini-map to guide the player. There's also tiny maps, like shacks and tents, but I'll let the player dash inside them too for consistency purpose (as Vox Novus suggested).
 
Last edited by a moderator:

jameswestbrook351

DecayingDev
Veteran
Joined
Apr 30, 2015
Messages
58
Reaction score
13
First Language
English
Primarily Uses
RMMV
I personally like the ability to dash unless it has good reason and isn't annoying. Like here is a random example, you switch to a character who uses crutches or a wheelchair. In those situations it may be "logical" to limit dashing. However at the same time, if it's implemented badly, no one will care how much logical sense it makes, due to how annoying it is.(Also I am in a wheelchair so I can confirm we do not move as fast as someone who can run lmfao. I shouldn't have to say that but i've had people assume we are all fast. ) If disabling dashing occasionally and up adding difficulty where you need strategy to survive, then maybe it can work in that context. 


It all depends on execution. When I play games I typically dash everywhere I can, and when it's randomly disabled I get annoyed.


Another thing relevant to my game I'm developing is selectively disabling dashing can add elements to a character or situation. I have a character with a limp, so I plan on making his walk cycle by default slower than the other characters, and basing his combat more on offense than dodging. In horror you could also have a character break an ankle, and being slower when being chased can possibly make the player feel more of the horror you're trying to convey.


I may have gotten off topic, but these are just some things that came to mind when disabling dashing. 
 

CallMeKerrigan

Veteran
Veteran
Joined
Nov 3, 2015
Messages
233
Reaction score
204
First Language
English
Primarily Uses
RMMV
For me dash just doesn't make sense. having the player run all over the map arbitrarily with no game play element seems pointless.


I think it looks a little unprofessional in some RPG Maker games where they have 'dash' listed under controls and it is never essential to the game play.


Also I have footstep sounds so it is weird with dash on. I may implement fast travel points, but dashing is disabled in my game. 
 

jameswestbrook351

DecayingDev
Veteran
Joined
Apr 30, 2015
Messages
58
Reaction score
13
First Language
English
Primarily Uses
RMMV
@KerriganSaila The only way I've seen dashing implemented in a good way is Final Fantasy X-2, where there are plants you have to walk by or you'll have to fight them. Dashing can have good uses but sadly I've hardly seen it implemented with good use other than that one time.
 

Crabs

Veteran
Veteran
Joined
Nov 26, 2016
Messages
153
Reaction score
110
First Language
Portuguese
Primarily Uses
@Aoi Ninami


Seems most people doesn't like when dash is disabled. I'm using a yanfly's plugin to set dash as default and enable the "walk" feature by pressing the dash button, like you said.


@KerriganSaila


I agree. I'm not a person that like to enable dashing everywhere. But most people prefer a fast-paced game. Giving them the option to choose seems to be the best approach.


@jameswestbrook351


I could explore the dash/walk mechanics with stealth sidequests or sth like this.
 

Hoppy

Veteran
Veteran
Joined
Oct 6, 2015
Messages
325
Reaction score
53
First Language
English
I disable dashing in towns, I keep it on in most dungeons save for a few, but don't disable it where there there are timed events or big winding dungeon maps.  If your dungeon maps are over 40x40 or are some sort of maze, enable dashing.
 

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
2,520
Reaction score
1,655
First Language
English
Primarily Uses
RMMV
I hate it when games don't let me dash inside houses or something. If I want to run inside, let me, dammit. The only places I find it OK to disable dash is when walking up stairs/slopes, because it's only natural that you wouldn't be able go as fast on those than you'd do on flat ground. Plus, stairs/slopes aren't super common anyway.

I think it looks a little unprofessional in some RPG Maker games where they have 'dash' listed under controls and it is never essential to the game play.


What if it's there for role-playing purposes? Some players might want to choose to walk or dash in certain places, depending on how they view their character as a person in the world they're playing in.
 
Last edited by a moderator:

RHachicho

Veteran
Veteran
Joined
Jan 16, 2016
Messages
273
Reaction score
127
First Language
English
One of the number one things that makes me put down a game is restricting my ability to dash. If people wanna walk everywhere they can .. Just don't press the dash button. Restricting a player for no good reason will never be a good idea imho.
 

HexMozart88

The Master of Random Garbage
Veteran
Joined
May 15, 2016
Messages
1,879
Reaction score
3,349
First Language
English
Primarily Uses
RMVXA
I feel the same as @RHachicho. Disabling dashing is a major turnoff for me because the sprites move so slowly by default, it's painful, especially when play testing. So either speed up the sprites, or enable dashing, or both. 
 

Dr. Delibird

Also known as HRforges
Veteran
Joined
May 16, 2014
Messages
283
Reaction score
176
First Language
English
Primarily Uses
RMMZ
I cannot remember the exact name of the game but I once played an indie jrpg that used a stamina system. The stamina would drain at a relatively slow rate while dashing and regenerate when not. The stamina stat was also used for all of the player-characters skills so you had to balance how much you dashed or else you wouldn't have any skills available in battle. I may or may not end up using a system like this as if you are running through earlier areas of the game where there are weak baddies then you do not exactly need any skills to beat the enemies as you are just too stronk for them now, however in areas around the players strength or harder dashing is not ideal as you will need to use your skills in battle. If not a system like this I will end up doing something that gives a cost to sprinting that makes sense not only from a players point of view but also from a world/lore point of view (eg: the player is a chocobo and can sprint for 100 tiles per gresha green eaten).
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,476
Members
137,824
Latest member
dobratemporal
Top