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III. Movement System

1. Player Movement

The weapon & projectile design should not be inferior / confusing due to the 3d ness of the world

A. Input Detection

Mouse and Movement inputs are always confined to the floor-plane, cannot have a z-component Full 3d system is being followed now

B. Collision Physics

All collisions are computed along the plane, there is no z-component to collisions. Full 3d system is being followed now

C. Entity Motion

Entity motion can have purely visual anim flourishes along the Z axis (aka leap slam), but while keeping collisions along the plane.

D. Core Movement Features

  1. WASD/Controller support
  2. Sprint Mechanic: Temporary movement speed boost, trip→stunned if you take a hit (refer PoE2)
  3. Dash/Dodge: Yes, Refer Hades, (no i-frames)?
  4. Collision Response: Smooth sliding along obstacles/corners, preventing jarring stops

E. Advanced Navigation

  1. Elevation Changes: Automatic stair/ladder climbing when pathing vertically
  2. Jump Ability: NO JUMP BUTTON. Contextual jumping over small gaps or obstacles.
  3. Movement Speed Modifiers: BEWARE. THIS WILL BE THE MOST USED THING IN THE GAME BAR NONE. Apply to only one of Sprint, Base movement if needed.

2. Enemy Movement

Enemey Movement is on per enemy basis.