Changes for page Traversal

Last modified by Alexandros Mloukie on 2026/01/12 19:52

From version 1.1
edited by Alexandros Mloukie
on 2025/12/17 14:41
Change comment: There is no comment for this version
To version 2.1
edited by Alexandros Mloukie
on 2025/12/17 15:24
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
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1 -Tes
1 += 0 - Introduction =
2 +
3 +Traversal defines the means through which the player explores the game world, and includes the mechanics and tools that allow the player to move from one point to another.
4 +
5 +== 0.1 - Disclaimer ==
6 +
7 +The terminology used in this document (e.g. "Rock Climbing") functions as a conceptual descriptor of how the player's movement is affected by specific mechanics rather than literal items or objects.
8 +
9 +== 0.2 - Design Philosophy ==
10 +
11 +Due to the high verticality of the game's level design, multiple vertical traversal mechanics are required to ensure fluid and engaging player movement. The goal is to combine these systems seamlessly, allowing the player to chain various traversal actions dynamically without breaking gameplay flow.
12 +
13 +== 0.3 - Terminology ==
14 +
15 +(% class="table-bordered" %)
16 +(% class="active" %)|=(% style="width: 169px;" %)Term|=(% style="width: 994px;" %)Meaning
17 +|(% style="width:169px" %)PC|(% style="width:994px" %)Player Character
18 +|(% style="width:169px" %) |(% style="width:994px" %)
19 +
20 +----
21 +
22 += 1 - Traversal Mechanics =
23 +
24 +== 1.1 - Basic Traversal ==
25 +
26 +(% class="table-bordered" %)
27 +(% class="active" %)|=(% style="width: 167px;" %)Mechanic|=(% style="width: 995px;" %)Overview
28 +|(% style="width:167px" %)Walking|(% style="width:995px" %)Standard for 3D games. Does not consume Stamina
29 +|(% style="width:167px" %)Sprinting|(% style="width:995px" %)(((
30 +Standard for 3D games
31 +
32 +Features editable delays for acceleration/deceleration
33 +
34 +Consumes Stamina over time
35 +)))
36 +|(% style="width:167px" %)Jumping|(% style="width:995px" %)(((
37 +True directional jumping
38 +
39 +Consumes Stamina
40 +
41 +PC remains steerable while airborne
42 +)))
43 +|(% style="width:167px" %)Crouching|(% style="width:995px" %)(((
44 +Standard crouch movement
45 +
46 +Reduces visibility and hitbox size
47 +
48 +Consumes stamina
49 +)))
50 +
51 +== 1.2 Vertical Traversal ==
52 +
53 +(% class="table-bordered" %)
54 +(% class="active" %)|=(% style="width: 168px;" %)Mechanic|=(% style="width: 995px;" %)Overview
55 +|(% style="width:168px" %)Grappling Hook|(% style="width:995px" %)(((
56 +Allows the player to attach to specific objects and climb up or down
57 +
58 +The player can also swing to reach new surfaces
59 +
60 +Consumes Stamina while the interaction is active
61 +)))
62 +|(% style="width:168px" %)Rock Climbing|(% style="width:995px" %)(((
63 +Enabled when interacting with designated surfaces
64 +
65 +Upon activation the camera moves to 3rd person
66 +
67 +The player can move along the vertical plane defined by the surface's orientation
68 +
69 +If the player is touching the ground, no stamina is consumed
70 +
71 +While not touching the ground, stamina is continuously consumed
72 +
73 +If the player is actively moving, stamina is consumed faster
74 +
75 +If stamina reaches 0, player enters a [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state
76 +)))
77 +|(% style="width:168px" %)Rope|(% style="width:995px" %)(((
78 +Restricts the PC's movement to the vertical axis
79 +
80 +Stamina is consumed while the player is suspended or moving (LINK HERE!!!!!!!!!!!!!!!!!!)
81 +
82 +If stamina reaches 0, player enters a [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state
83 +)))
84 +|(% style="width:168px" %)Water|(% style="width:995px" %)Mitigates fall damage completely upon entry
85 +|(% style="width:168px" %)Geyser|(% style="width:995px" %)(((
86 +Launches the PC towards a vector defined per actor instance
87 +
88 +Alternatively, it can add a launch vector to the PC's existing momentum
89 +
90 +Both launching and landing consume stamina
91 +
92 +If the PC is launched without the needed stamina, they enter the [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state
93 +
94 +If the PC lands without the needed stamina, they get the [[Crippled>>doc:Test file.TestDocPort.WebHome||anchor="StatusList"]] status
95 +)))
96 +|(% style="width:168px" %)Trampoline|(% style="width:995px" %)(((
97 +Converts downwards momentum into upwards momentum
98 +
99 +Allows the player to build and maintain speed
100 +
101 +Each bounce consumes stamina
102 +)))
103 +
104 +{{warning}}
105 +[[image:icon:information]] Every mechanic that launches the PC by default puts them in the [[Controlled Fall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state. For more info read the [[Player State Machine>>doc:Test file.TestDocPort.WebHome]] document
106 +{{/warning}}
107 +
108 +== 1.3 - Horizontal Traversal ==
109 +
110 +(% class="table-bordered" %)
111 +(% class="active" %)|=(% style="width: 166px;" %)Mechanic|=(% style="width: 997px;" %)Overview
112 +|(% style="width:166px" %)Rail Skating|(% style="width:997px" %)(((
113 +The PC automatically snaps onto a predefined spline and follows it
114 +
115 +The player can jump off at any moment at the cost of stamina
116 +
117 +Splines can branch into multiple paths from which the player can choose using their standard movement input
118 +
119 +While skating, stamina neither regenerates nor depletes
120 +)))
121 +|(% style="width:166px" %)Grappling Hook|(% style="width:997px" %)(((
122 +Can be used to propel the player in a horizontal direction
123 +
124 +Allows traversal over gaps and hazards
125 +)))
126 +
127 +----
128 +
129 += 2 - Technical Documentation =
130 +
131 +== 2.1 - Walking Data ==
132 +
133 +(% class="table-bordered" %)
134 +(% class="active" %)|=Parameter|=Type|=Description
135 +|Walk Speed|{{success}}Float{{/success}}(((
136 +
137 +)))|(((
138 +The PC's base walking speed
139 +)))
140 +|Acceleration|{{success}}Float{{/success}}|Time required to reach max walking speed
141 +|Deceleration|{{success}}Float{{/success}}|Time required to come to a full stop
142 +|Footstep Sound Cue| |
143 +|Stamina Cost per Second|{{success}}Float{{/success}}|
144 +
145 +