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
on 2025/12/17 14:41
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To version 2.1
edited by Alexandros Mloukie
on 2025/12/17 15:24
on 2025/12/17 15:24
Change comment:
There is no comment for this version
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... ... @@ -1,1 +1,145 @@ 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 +