Player Movement Design - AlexisBliesener/Bewitched GitHub Wiki

Overview

The player should feel a little slow when moving around in comparison to small/quick enemies, slightly slower than medium enemies, and slightly faster than large/slow enemies. We are playing as an old-frail witch, who has been locked up for a little bit of time. I don't think she's sprinting around at Olympic levels.

The player should feel slow, but not glitchy or skatey. Things should feel responsive.

Regular movement

  • If we are doing acceleration, then the top speed should be around 5 units per second, and acceleration being 2.5 per second, taking some time to get up to speed.
  • Deceleration should be pretty instantaneous, being the same as the top speed, or double if that's what it takes to slow quickly. This game should feel responsive and smooth, so it should be quick to stop.

Advanced Movement

  • Jumping should be around the spot of being able to jump 1.5 units high. Enough to get onto low geometry, but again, it's an old witch, she's not jumping over a chandelier. Enough to interact with the environment in an intuitive way, but not enough to break everything.

Interaction

  • The player should be able to interact with the environment, such as getting on top of small geometry, but not jumping the length of a table.
  • Obstacles should stop the player in their tracks, not be able to knock over. We're not messing with the environment.
  • Players should be able to see how they are controlling the player nearly immediately. In a fast-paced game, sluggish responses would be a detriment.