Preparing sprites and animations in AsepriteĪs usual, I’m going to start with preparing few simple graphics. In the subsequent chapters I’ll show you step by step how you can develop it. It may look difficult to implement at first, but fortunately Unity provides us with everything we need to quickly manifest this concept within our platformer. Ladders add another layer of gameplay mechanic to a game that can completely change how players will perceive it. Should the ladder be short or tall? Should there be any traps along the climb? What parts of the level should player reach? As game designers we need to carefully think what impact on the entire level walkthrough a placement of a ladder in a given location will have. In a way, it creates an additional mini gameplay experience that we cannot convey with standard platforming mechanics. In order to prevent the damage, the players are forced to stop at certain points. It is not so uncommon to see some kind of fire cannons shooting at characters while climbing a ladder. That is especially true when we want to place traps along the way. We want our character to “hold” the ladder at the position the player climbed up to without immediate fall. From the technical point of view once on a ladder our character shouldn’t be subject to gravitational forces. However, while working on the layout of our levels we have to take into consideration the fact that they operate a bit different. Instead of overusing platforms or stairs in strategic locations we can always place a ladder that will fulfill the requirement of moving character up or down. Ladders not only provide us with another way of interacting with levels but also offer developers another element that they can use while designing them. The purpose of having ladders in a 2D platformer Setting up the ladder GameObject prefabġ.Implementation of the climbing ladders mechanic.Preparing sprites and animations in Aseprite.The purpose of having ladders in a 2D platformer.