Movement - thisismatthew/Bottled GitHub Wiki

Potion Jump

As a 3D platformer, the movement and camera are paramount to the feel of the game and alone require a lot of development and experimentation. We have based the movement code off of a popular C# movement library for unity known as Kinematic Character System, using this as a foundation rather than the in-build Rigidbody System. To speed up development further in the prototyping phase we have used placeholder animations sourced from Mixamo.com.

Planned movement & Camera Features

  • Running - The bottle runs in response to controller/keyboard input. Moving slowly when given gentle controller input and more quickly after prolonged input. The character should stick to moving platforms as long as they are stable.

  • Jump - The bottle's jump depends on how long you hold the jump button. The bottle can perform short precise hops as well as longer higher jumps to bridge wider gaps and jump up ont surfaces.

  • Dynamic Camera - The camera should allow the player to control it fully in large areas but lock into perspective in others so that there can be sidescrolling sections in an open room or framed shots in certain areas.

  • Cracking/Resetting - The bottle will crack when falling from a great height, when crushed by a heavy object, or flung at a great speed. After its cracked animation, it shall reform (screen wipe/blackout) back at a starting checkpoint, reconjured by the witch.

  • PickUp/Dropping - The bottle should be able to pick up and put down smaller objects, allowing it to carry objects to solve environmental puzzles, such as filling the cauldron with ingredients.

  • Pushing/Pulling - Some objects may be too heavy to pick up and instead the bottle can attempt to push or pull them around on semi-set paths.

  • Ledge Climb/Climbing - The bottle should be able to grab onto ledges it can reach and shuffle along them, jump off from them, drop down, or jump up. This allows the bottle a greater means of movement in the more vertical levels.

  • Coyote Time - The bottle is able to jump a few milliseconds after leaving the ground walking off a ledge to allow for more satisfying jumps.

Wishlist Features

  • Rolling - When traveling at a great speed on the ground the bottle transitions from a run into a roll, gaining speed down slopes.

  • Multiple Bottles - Being able to swap between different potion bottles filled with different potions could make space for more complex sequenced puzzles.

  • Bouncing (trampolines) - Having bouncy sections in the level could create some fun vertical platforming puzzles.

  • Auto stopping at ledge edges - _In a game where falling from a ledge high up means your instant death, this feature could provide a real QoL boost.