Changes for page Traversal
Last modified by Alexandros Mloukie on 2026/01/12 19:52
From 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
To version 5.2
edited by Alexandros Mloukie
on 2026/01/12 19:52
on 2026/01/12 19:52
Change comment:
Update document after refactoring.
Summary
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Page properties (3 modified, 0 added, 0 removed)
Details
- Page properties
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- Parent
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... ... @@ -1,1 +1,1 @@ 1 - Testfile.WebHome1 +Game Design.WebHome - Tags
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... ... @@ -1,0 +1,1 @@ 1 +Technical Design|Game Design - Content
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... ... @@ -15,7 +15,6 @@ 15 15 (% class="table-bordered" %) 16 16 (% class="active" %)|=(% style="width: 169px;" %)Term|=(% style="width: 994px;" %)Meaning 17 17 |(% style="width:169px" %)PC|(% style="width:994px" %)Player Character 18 -|(% style="width:169px" %) |(% style="width:994px" %) 19 19 20 20 ---- 21 21 ... ... @@ -72,7 +72,7 @@ 72 72 73 73 If the player is actively moving, stamina is consumed faster 74 74 75 -If stamina reaches 0, player enters a [[Freefall>>doc: Testfile.TestDocPort.WebHome||anchor="PlayerStates"]] state74 +If stamina reaches 0, player enters a [[Freefall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] state 76 76 ))) 77 77 |(% style="width:168px" %)Rope|(% style="width:995px" %)((( 78 78 Restricts the PC's movement to the vertical axis ... ... @@ -79,7 +79,7 @@ 79 79 80 80 Stamina is consumed while the player is suspended or moving (LINK HERE!!!!!!!!!!!!!!!!!!) 81 81 82 -If stamina reaches 0, player enters a [[Freefall>>doc: Testfile.TestDocPort.WebHome||anchor="PlayerStates"]] state81 +If stamina reaches 0, player enters a [[Freefall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] state 83 83 ))) 84 84 |(% style="width:168px" %)Water|(% style="width:995px" %)Mitigates fall damage completely upon entry 85 85 |(% style="width:168px" %)Geyser|(% style="width:995px" %)((( ... ... @@ -89,9 +89,9 @@ 89 89 90 90 Both launching and landing consume stamina 91 91 92 -If the PC is launched without the needed stamina, they enter the [[Freefall>>doc: Testfile.TestDocPort.WebHome||anchor="PlayerStates"]] state91 +If the PC is launched without the needed stamina, they enter the [[Freefall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] state 93 93 94 -If the PC lands without the needed stamina, they get the [[Crippled>>doc: Testfile.TestDocPort.WebHome||anchor="StatusList"]] status93 +If the PC lands without the needed stamina, they get the [[Crippled>>doc:Game Design.TestDocPort.WebHome||anchor="StatusList"]] status 95 95 ))) 96 96 |(% style="width:168px" %)Trampoline|(% style="width:995px" %)((( 97 97 Converts downwards momentum into upwards momentum ... ... @@ -102,10 +102,10 @@ 102 102 ))) 103 103 104 104 {{warning}} 105 -[[image:icon:information]] Every mechanic that launches the PC by default puts them in the [[Controlled Fall>>doc: Testfile.TestDocPort.WebHome||anchor="PlayerStates"]] state. For more info read the [[Player State Machine>>doc:Testfile.TestDocPort.WebHome]] document104 +[[image:icon:information]] Every mechanic that launches the PC by default puts them in the [[Controlled Fall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] state. For more info read the [[Player State Machine>>doc:Game Design.TestDocPort.WebHome]] document 106 106 {{/warning}} 107 107 108 -== 1.3 - Horizontal Traversal ==107 +== 1.3 - Horizontal Traversal == 109 109 110 110 (% class="table-bordered" %) 111 111 (% class="active" %)|=(% style="width: 166px;" %)Mechanic|=(% style="width: 997px;" %)Overview ... ... @@ -131,15 +131,99 @@ 131 131 == 2.1 - Walking Data == 132 132 133 133 (% 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}}| 133 +(% class="active" %)|=(% style="width: 250px;" %)Parameter|=(% style="width: 243px;" %)Type|=Description 134 +|(% style="width:250px" %)Walk Speed|(% style="width:243px" %){{success}}Float{{/success}}|The PC's base walking speed 135 +|(% style="width:250px" %)Acceleration|(% style="width:243px" %){{success}}Float{{/success}}|Time required to reach max walking speed 136 +|(% style="width:250px" %)Deceleration|(% style="width:243px" %){{success}}Float{{/success}}|Time required to come to a full stop 137 +|(% style="width:250px" %)Footstep Sound Cue|(% style="width:243px" %){{info}}Asset Reference{{/info}}|Defines the sound asset played when walking on a surface type 138 +|(% style="width:250px" %)Stamina Cost per Second|(% style="width:243px" %){{success}}Float{{/success}}|Defines the stamina loss in special situation 144 144 145 - 140 +== 2.2 - Sprinting Data == 141 + 142 +(% class="table-bordered" %) 143 +(% class="active" %)|=(% style="width: 249px;" %)Parameter|=(% style="width: 213px;" %)Type|=(% style="width: 701px;" %)Description 144 +|(% style="width:249px" %)Sprint Speed Multiplier|(% style="width:213px" %){{success}}Float{{/success}}|(% style="width:701px" %)Walk Speed multiplier applied while Sprinting 145 +|(% style="width:249px" %)Acceleration Delay|(% style="width:213px" %){{success}}Float{{/success}}|(% style="width:701px" %)Time before reaching max sprint speed 146 +|(% style="width:249px" %)Deceleration Delay|(% style="width:213px" %){{success}}Float{{/success}}|(% style="width:701px" %)Time before returning to normal speed when sprinting stops 147 +|(% style="width:249px" %)Stamina Cost per Second|(% style="width:213px" %){{success}}Float{{/success}}|(% style="width:701px" %)Stamina drain while sprinting 148 +|(% style="width:249px" %)Minimum Stamina to Start Sprint|(% style="width:213px" %){{success}}Float{{/success}}|(% style="width:701px" %)Minimum stamina amount required to initiate a sprint 149 +|(% style="width:249px" %)Camera FOV Change|(% style="width:213px" %){{success}}Float{{/success}}|(% style="width:701px" %)Defines the FOV change while sprinting (visual feedback) 150 + 151 +== 2.3 Jumping Data == 152 + 153 +(% class="table-bordered" %) 154 +(% class="active" %)|=(% style="width: 248px;" %)Parameter|=(% style="width: 215px;" %)Type|=(% style="width: 700px;" %)Description 155 +|(% style="width:248px" %)Jump Height|(% style="width:215px" %){{success}}Float{{/success}}|(% style="width:700px" %)Determines the height of the PC's jump 156 +|(% style="width:248px" %)Air Control Multiplies|(% style="width:215px" %){{success}}Float{{/success}}|(% style="width:700px" %)Defines how much directional control the player has mid-air 157 +|(% style="width:248px" %)Stamina Cost|(% style="width:215px" %){{success}}Float{{/success}}|(% style="width:700px" %)Determines the stamina cost to perform a jump 158 +|(% style="width:248px" %)Coyote Time|(% style="width:215px" %){{success}}Float{{/success}}|(% style="width:700px" %)Time window after walking off a ledge that the player can still jump 159 +|(% style="width:248px" %)Landing Recovery Time|(% style="width:215px" %){{success}}Float{{/success}}|(% style="width:700px" %)Recovery time after landing before movement fully resumes 160 + 161 +== 2.4 Crouching Data == 162 + 163 +(% class="table-bordered" %) 164 +(% class="active" %)|=(% style="width: 247px;" %)Parameter|=(% style="width: 217px;" %)Type|=Description 165 +|(% style="width:247px" %)Crouch Speed|(% style="width:217px" %){{success}}Float{{/success}}|Movement speed while crouched 166 +|(% style="width:247px" %)Transition Speed|(% style="width:217px" %){{success}}Float{{/success}}|Time to transition between standing and crouching 167 +|(% style="width:247px" %)Collider Height|(% style="width:217px" %){{success}}Float{{/success}}|Capsule height while crouched 168 +|(% style="width:247px" %)Stamina Cost per Second|(% style="width:217px" %){{success}}Float{{/success}}|Stamina drain while crouched 169 +|(% style="width:247px" %)Visibility Modifier|(% style="width:217px" %){{success}}Float{{/success}}|Reduction to the detectibility of the player by enemy AI 170 +|(% style="width:247px" %)Noise Reduction Multiplies|(% style="width:217px" %){{success}}Float{{/success}}|Scalar applied to the sound produced while moving 171 + 172 +== 2.5 Grappling Hook == 173 + 174 +(% class="table-bordered" %) 175 +(% class="active" %)|=(% style="width: 245px;" %)Parameter|=(% style="width: 216px;" %)Type|=(% style="width: 702px;" %)Description 176 +|(% style="width:245px" %)Hook Target|(% style="width:216px" %){{info}}Actor Reference{{/info}}|(% style="width:702px" %)Defines the object that the grapple line is attached to 177 +|(% style="width:245px" %)Hook Range|(% style="width:216px" %){{success}}Float{{/success}}|(% style="width:702px" %)Maximum distance the Grappling Hook can attach to 178 +|(% style="width:245px" %)Climb Speed|(% style="width:216px" %){{success}}Float{{/success}}|(% style="width:702px" %)Speed at which the player ascends or descends along the rope 179 +|(% style="width:245px" %)Swing Speed Multiplier|(% style="width:216px" %){{success}}Float{{/success}}|(% style="width:702px" %)Controls how much forward momentum the player gains while swinging 180 +|(% style="width:245px" %)Stamina Cost per Second|(% style="width:216px" %){{success}}Float{{/success}}|(% style="width:702px" %)Defines how fast stamina drains 181 + 182 +== 2.6 Rock Climbing == 183 + 184 +(% class="table-bordered" %) 185 +(% class="active" %)|=(% style="width: 244px;" %)Parameter|=(% style="width: 217px;" %)Type|=(% style="width: 702px;" %)Description 186 +|(% style="width:244px" %)Surface Bounds|(% style="width:217px" %){{info}}Actor Reference{{/info}}|(% style="width:702px" %)Defines the climbable area's bounds 187 +|(% style="width:244px" %)Climb Speed|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:702px" %)Defines the movement speed of the player along the surface 188 +|(% style="width:244px" %)Camera Offset|(% style="width:217px" %){{warning}}Vector3{{/warning}}|(% style="width:702px" %)Camera offset relative to the player while climbing 189 +|(% style="width:244px" %)Stamina Cost|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:702px" %)Stamina drain while attached to the surface 190 +|(% style="width:244px" %)Stamina Cost per Movement|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:702px" %)Stamina drain while moving along the surface 191 +|(% style="width:244px" %)Fall Threshold Stamina|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:702px" %)Minimum stamina required to prevent entering the Freefall state 192 + 193 +== 2.7 Rope == 194 + 195 +(% class="table-bordered" %) 196 +(% class="active" %)|=(% style="width: 243px;" %)Parameter|=(% style="width: 217px;" %)Type|=(% style="width: 703px;" %)Description 197 +|(% style="width:243px" %)Rope Length|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:703px" %)Defines the length of the climbable segment of rope 198 +|(% style="width:243px" %)Attach Point|(% style="width:217px" %){{warning}}Vector3{{/warning}}|(% style="width:703px" %)World-space location of the rope anchor point 199 +|(% style="width:243px" %)Swing Speed|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:703px" %)Optional parameter for when the rope allows for limited swinging 200 +|(% style="width:243px" %)Stamina Cost per Second|(% style="width:217px" %){{success}}Float{{/success}}|(% style="width:703px" %)Stamina drain while handing or moving along the rope 201 + 202 +== 2.8 Geyser == 203 + 204 +(% class="table-bordered" %) 205 +(% class="active" %)|=(% style="width: 242px;" %)Parameter|=(% style="width: 219px;" %)Type|=(% style="width: 702px;" %)Description 206 +|(% style="width:242px" %)Launch Vector|(% style="width:219px" %){{warning}}Vector3{{/warning}}|(% style="width:702px" %)Defines the launch direction 207 +|(% style="width:242px" %)Launch Force|(% style="width:219px" %){{success}}Float{{/success}}|(% style="width:702px" %)The magnitude of the launch vector 208 +|(% style="width:242px" %)AddToMomentum?|(% style="width:219px" %){{error}}Boolean{{/error}}|(% style="width:702px" %)If true, adds to the player's existing velocity instead of setting it 209 +|(% style="width:242px" %)Min Stamina Required|(% style="width:219px" %){{success}}Float{{/success}}|(% style="width:702px" %)Minimum stamina required to enter [[Controlled Fall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] instead of [[Freefall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] on launch 210 +|(% style="width:242px" %)Cooldown Time|(% style="width:219px" %){{success}}Float{{/success}}|(% style="width:702px" %)Time before the Geyser can be activated again 211 + 212 +== 2.9 Trampoline == 213 + 214 +(% class="table-bordered" %) 215 +(% class="active" %)|=(% style="width: 241px;" %)Parameter|=(% style="width: 219px;" %)Type|=(% style="width: 703px;" %)Description 216 +|(% style="width:241px" %)Bounce Multiplier|(% style="width:219px" %){{success}}Float{{/success}}|(% style="width:703px" %)Controls how much vertical velocity is retained or increased after impact 217 +|(% style="width:241px" %)Max Chain Bounces|(% style="width:219px" %){{success}}Integer{{/success}}|(% style="width:703px" %)Defines how many consecutive bounces can be performed before losing momentum 218 +|(% style="width:241px" %)Stamina Cost per Bounce|(% style="width:219px" %){{success}}Float{{/success}}|(% style="width:703px" %)Stamina drained on each bounce 219 +|(% style="width:241px" %)Min Stamina Required|(% style="width:219px" %){{success}}Float{{/success}}|(% style="width:703px" %)Minimim stamina required to enter [[Controlled Fall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] instead of [[Freefall>>doc:Game Design.TestDocPort.WebHome||anchor="PlayerStates"]] 220 + 221 +== 2.10 Rail Spline == 222 + 223 +(% class="table-bordered" %) 224 +(% class="active" %)|=(% style="width: 239px;" %)Parameter|=(% style="width: 221px;" %)Type|=(% style="width: 703px;" %)Description 225 +|(% style="width:239px" %)Spline Path|(% style="width:221px" %){{info}}Asset Reference{{/info}}|(% style="width:703px" %)Defines the spline asset used 226 +|(% style="width:239px" %)Base Speed|(% style="width:221px" %){{success}}Float{{/success}}|(% style="width:703px" %)Default speed along spline 227 +|(% style="width:239px" %)Branch Nodes|(% style="width:221px" %){{info}}Asset Reference{{/info}} [ Array ]|(% style="width:703px" %)The array of branch paths the player can switch to 228 +|(% style="width:239px" %)Allow Mid-Air Attach?|(% style="width:221px" %){{error}}Boolean{{/error}}|(% style="width:703px" %)Defines if the PC can attach mid-jump