Changes for page Traversal
Last modified by Alexandros Mloukie on 2026/01/12 19:52
From version 4.1
edited by Alexandros Mloukie
on 2025/12/17 16:42
on 2025/12/17 16:42
Change comment:
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To version 1.1
edited by Alexandros Mloukie
on 2025/12/17 14:41
on 2025/12/17 14:41
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -1,1 +1,0 @@ 1 -Technical Design|Game Design - Content
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... ... @@ -1,228 +1,1 @@ 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 - 19 ----- 20 - 21 -= 1 - Traversal Mechanics = 22 - 23 -== 1.1 - Basic Traversal == 24 - 25 -(% class="table-bordered" %) 26 -(% class="active" %)|=(% style="width: 167px;" %)Mechanic|=(% style="width: 995px;" %)Overview 27 -|(% style="width:167px" %)Walking|(% style="width:995px" %)Standard for 3D games. Does not consume Stamina 28 -|(% style="width:167px" %)Sprinting|(% style="width:995px" %)((( 29 -Standard for 3D games 30 - 31 -Features editable delays for acceleration/deceleration 32 - 33 -Consumes Stamina over time 34 -))) 35 -|(% style="width:167px" %)Jumping|(% style="width:995px" %)((( 36 -True directional jumping 37 - 38 -Consumes Stamina 39 - 40 -PC remains steerable while airborne 41 -))) 42 -|(% style="width:167px" %)Crouching|(% style="width:995px" %)((( 43 -Standard crouch movement 44 - 45 -Reduces visibility and hitbox size 46 - 47 -Consumes stamina 48 -))) 49 - 50 -== 1.2 Vertical Traversal == 51 - 52 -(% class="table-bordered" %) 53 -(% class="active" %)|=(% style="width: 168px;" %)Mechanic|=(% style="width: 995px;" %)Overview 54 -|(% style="width:168px" %)Grappling Hook|(% style="width:995px" %)((( 55 -Allows the player to attach to specific objects and climb up or down 56 - 57 -The player can also swing to reach new surfaces 58 - 59 -Consumes Stamina while the interaction is active 60 -))) 61 -|(% style="width:168px" %)Rock Climbing|(% style="width:995px" %)((( 62 -Enabled when interacting with designated surfaces 63 - 64 -Upon activation the camera moves to 3rd person 65 - 66 -The player can move along the vertical plane defined by the surface's orientation 67 - 68 -If the player is touching the ground, no stamina is consumed 69 - 70 -While not touching the ground, stamina is continuously consumed 71 - 72 -If the player is actively moving, stamina is consumed faster 73 - 74 -If stamina reaches 0, player enters a [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state 75 -))) 76 -|(% style="width:168px" %)Rope|(% style="width:995px" %)((( 77 -Restricts the PC's movement to the vertical axis 78 - 79 -Stamina is consumed while the player is suspended or moving (LINK HERE!!!!!!!!!!!!!!!!!!) 80 - 81 -If stamina reaches 0, player enters a [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state 82 -))) 83 -|(% style="width:168px" %)Water|(% style="width:995px" %)Mitigates fall damage completely upon entry 84 -|(% style="width:168px" %)Geyser|(% style="width:995px" %)((( 85 -Launches the PC towards a vector defined per actor instance 86 - 87 -Alternatively, it can add a launch vector to the PC's existing momentum 88 - 89 -Both launching and landing consume stamina 90 - 91 -If the PC is launched without the needed stamina, they enter the [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state 92 - 93 -If the PC lands without the needed stamina, they get the [[Crippled>>doc:Test file.TestDocPort.WebHome||anchor="StatusList"]] status 94 -))) 95 -|(% style="width:168px" %)Trampoline|(% style="width:995px" %)((( 96 -Converts downwards momentum into upwards momentum 97 - 98 -Allows the player to build and maintain speed 99 - 100 -Each bounce consumes stamina 101 -))) 102 - 103 -{{warning}} 104 -[[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 105 -{{/warning}} 106 - 107 -== 1.3 - Horizontal Traversal == 108 - 109 -(% class="table-bordered" %) 110 -(% class="active" %)|=(% style="width: 166px;" %)Mechanic|=(% style="width: 997px;" %)Overview 111 -|(% style="width:166px" %)Rail Skating|(% style="width:997px" %)((( 112 -The PC automatically snaps onto a predefined spline and follows it 113 - 114 -The player can jump off at any moment at the cost of stamina 115 - 116 -Splines can branch into multiple paths from which the player can choose using their standard movement input 117 - 118 -While skating, stamina neither regenerates nor depletes 119 -))) 120 -|(% style="width:166px" %)Grappling Hook|(% style="width:997px" %)((( 121 -Can be used to propel the player in a horizontal direction 122 - 123 -Allows traversal over gaps and hazards 124 -))) 125 - 126 ----- 127 - 128 -= 2 - Technical Documentation = 129 - 130 -== 2.1 - Walking Data == 131 - 132 -(% class="table-bordered" %) 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 139 - 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:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] instead of [[Freefall>>doc:Test file.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:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] instead of [[Freefall>>doc:Test file.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 1 +Tes