Changes for page Traversal
Last modified by Alexandros Mloukie on 2026/01/12 19:52
From version 5.1
edited by Alexandros Mloukie
on 2026/01/12 19:51
on 2026/01/12 19:51
Change comment:
Renamed back-links.
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
Summary
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,0 @@ 1 -Technical Design|Game Design - Content
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... ... @@ -15,6 +15,7 @@ 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" %) 18 18 19 19 ---- 20 20 ... ... @@ -71,7 +71,7 @@ 71 71 72 72 If the player is actively moving, stamina is consumed faster 73 73 74 -If stamina reaches 0, player enters a [[Freefall>>doc: GameDesign.TestDocPort.WebHome||anchor="PlayerStates"]] state75 +If stamina reaches 0, player enters a [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state 75 75 ))) 76 76 |(% style="width:168px" %)Rope|(% style="width:995px" %)((( 77 77 Restricts the PC's movement to the vertical axis ... ... @@ -78,7 +78,7 @@ 78 78 79 79 Stamina is consumed while the player is suspended or moving (LINK HERE!!!!!!!!!!!!!!!!!!) 80 80 81 -If stamina reaches 0, player enters a [[Freefall>>doc: GameDesign.TestDocPort.WebHome||anchor="PlayerStates"]] state82 +If stamina reaches 0, player enters a [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state 82 82 ))) 83 83 |(% style="width:168px" %)Water|(% style="width:995px" %)Mitigates fall damage completely upon entry 84 84 |(% style="width:168px" %)Geyser|(% style="width:995px" %)((( ... ... @@ -88,9 +88,9 @@ 88 88 89 89 Both launching and landing consume stamina 90 90 91 -If the PC is launched without the needed stamina, they enter the [[Freefall>>doc: GameDesign.TestDocPort.WebHome||anchor="PlayerStates"]] state92 +If the PC is launched without the needed stamina, they enter the [[Freefall>>doc:Test file.TestDocPort.WebHome||anchor="PlayerStates"]] state 92 92 93 -If the PC lands without the needed stamina, they get the [[Crippled>>doc: GameDesign.TestDocPort.WebHome||anchor="StatusList"]] status94 +If the PC lands without the needed stamina, they get the [[Crippled>>doc:Test file.TestDocPort.WebHome||anchor="StatusList"]] status 94 94 ))) 95 95 |(% style="width:168px" %)Trampoline|(% style="width:995px" %)((( 96 96 Converts downwards momentum into upwards momentum ... ... @@ -101,10 +101,10 @@ 101 101 ))) 102 102 103 103 {{warning}} 104 -[[image:icon:information]] Every mechanic that launches the PC by default puts them in the [[Controlled Fall>>doc: GameDesign.TestDocPort.WebHome||anchor="PlayerStates"]] state. For more info read the [[Player State Machine>>doc:GameDesign.TestDocPort.WebHome]] document105 +[[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 105 105 {{/warning}} 106 106 107 -== 1.3 - Horizontal Traversal == 108 +== 1.3 - Horizontal Traversal == 108 108 109 109 (% class="table-bordered" %) 110 110 (% class="active" %)|=(% style="width: 166px;" %)Mechanic|=(% style="width: 997px;" %)Overview ... ... @@ -130,99 +130,15 @@ 130 130 == 2.1 - Walking Data == 131 131 132 132 (% 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 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}}| 139 139 140 -== 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: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 145 +