3rd Person Character Controller - AlexisBliesener/Bewitched GitHub Wiki
Status:
- Concept
- In development
- Playable
- Finalized
Description
What is the mechanic or system?
The player moves and fights using a third-person character controller, similar to the one in Risk of Rain 2. This controller handles player navigation, combat inputs, and abilities. A key feature is the ability to possess enemies, which temporarily switches the player’s control to the possessed enemy using the same controller logic. The controller must be modular and flexible to support varying movement styles and abilities across different enemy types while maintaining a consistent player experience.
Design Intent
What purpose does it serve?
This system provides a solid, responsive foundation for gameplay that feels fluid and empowering. It supports both core movement/combat and the game’s unique possession mechanic, allowing players to seamlessly transition between controlling their base character and any enemy they possess. The goal is to create a versatile, scalable input system that supports dynamic gameplay and encourages experimentation. It also helps maintain a unified feel across different playable entities, despite their mechanical differences.
Controls & Input
- Movement: WASD, left analog stick
- Look around: Mouse, right analog stick. See Dynamic Camera System for details
- Primary skill: Left mouse button, Left Button on controller
- Secondary skill: Right mouse button, Right Button on controller
- Pause screen: esc, select
- Interact: F, controller bottom button
- Aim: Left Trigger, Left shift button
- Possess: Right trigger, R
- Leave possession/Dodge: Top button
- If the player uses this option while possessing an enemy, they end possession and dodge in a direction chosen by the player
- If an enemy is attacking, the player can use this ability to dodge attacks. If the player, in their base form, attempts to use this when an enemy is not attacking, the move cannot be used again for 0.3 seconds (designer tunable). If the player presses the input during this lockout window, the timer restarts. This lockout does not apply if the player successfully dodges an attack.
System Interaction
What other mechanics or systems does this connect to?
- Possession System: Control transfers to enemy body when possessing.
- Health System: Damage from or to player affects the health system.
- In Game Upgrades: In game upgrades effect character controller stats.
- Rare Build Changing Upgrades: Rare build changing upgrades add entirely new abilities to the character controller.
Success Criteria
How do we know it’s working?
- Movement and combat feel responsive and intuitive.
- Transitioning between the player character and possessed enemies is smooth.
- The same controller works seamlessly across different enemy types.
- The player always feels in control, regardless of what form they are in.