Traversal

Version 2.1 by Alexandros Mloukie on 2025/12/17 15:24

0 - Introduction

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.

0.1 - Disclaimer

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.

0.2 - Design Philosophy

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.

0.3 - Terminology

TermMeaning
PCPlayer Character
  

1 - Traversal Mechanics

1.1 - Basic Traversal

MechanicOverview
WalkingStandard for 3D games. Does not consume Stamina
Sprinting

Standard for 3D games

Features editable delays for acceleration/deceleration 

Consumes Stamina over time

Jumping

True directional jumping

Consumes Stamina

PC remains steerable while airborne

Crouching

Standard crouch movement

Reduces visibility and hitbox size

Consumes stamina

1.2 Vertical Traversal

MechanicOverview
Grappling Hook

Allows the player to attach to specific objects and climb up or down

The player can also swing to reach new surfaces

Consumes Stamina while the interaction is active

Rock Climbing

Enabled when interacting with designated surfaces

Upon activation the camera moves to 3rd person

The player can move along the vertical plane defined by the surface's orientation

If the player is touching the ground, no stamina is consumed

While not touching the ground, stamina is continuously consumed

If the player is actively moving, stamina is consumed faster

If stamina reaches 0, player enters a Freefall state

Rope

Restricts the PC's movement to the vertical axis

Stamina is consumed while the player is suspended or moving (LINK HERE!!!!!!!!!!!!!!!!!!)

If stamina reaches 0, player enters a Freefall state

WaterMitigates fall damage completely upon entry
Geyser

Launches the PC towards a vector defined per actor instance

Alternatively, it can add a launch vector to the PC's existing momentum

Both launching and landing consume stamina

If the PC is launched without the needed stamina, they enter the Freefall state

If the PC lands without the needed stamina, they get the Crippled status

Trampoline

Converts downwards momentum into upwards momentum

Allows the player to build and maintain speed

Each bounce consumes stamina

information Every mechanic that launches the PC by default puts them in the Controlled Fall state. For more info read the Player State Machine document

1.3 - Horizontal Traversal

MechanicOverview
Rail Skating

The PC automatically snaps onto a predefined spline and follows it

The player can jump off at any moment at the cost of stamina

Splines can branch into multiple paths from which the player can choose using their standard movement input

While skating, stamina neither regenerates nor depletes

Grappling Hook

Can be used to propel the player in a horizontal direction

Allows traversal over gaps and hazards


2 - Technical Documentation

2.1 - Walking Data

ParameterTypeDescription
Walk SpeedFloat

 

The PC's base walking speed

AccelerationFloatTime required to reach max walking speed
DecelerationFloatTime required to come to a full stop
Footstep Sound Cue  
Stamina Cost per SecondFloat