Difference between revisions of "Movement"
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(changed from template to Movement) |
m (→Second:) |
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====First:==== | ====First:==== | ||
*The player can only move from the tile they are standing on to a tile bordering theirs. | *The player can only move from the tile they are standing on to a tile bordering theirs. | ||
− | *When player and | + | *When player and objects are grid based, then interactions between them are clear. |
*Movement that is not grid based can make it unclear if the player will be hit by something when they stand somewhere between tiles. | *Movement that is not grid based can make it unclear if the player will be hit by something when they stand somewhere between tiles. | ||
====Second:==== | ====Second:==== | ||
− | *The character has to stop on the tile the player moved them to without under- or overshooting. | + | *The character has to stop on the tile the player moved them to, without under- or overshooting. |
*The movement has to be rather quick, so the player does not try to move while still moving (or else the player will get frustrated). | *The movement has to be rather quick, so the player does not try to move while still moving (or else the player will get frustrated). | ||
====Finally:==== | ====Finally:==== | ||
*Walking against pushable objects will push them one tile without moving the character. | *Walking against pushable objects will push them one tile without moving the character. | ||
− | *Moving through | + | *Moving through objects can not be possible. |
− | * | + | *Variable : movementspeed |
===Required Feedback=== | ===Required Feedback=== | ||
''What feedback does the designed feature need to function?'' | ''What feedback does the designed feature need to function?'' | ||
====VFX==== | ====VFX==== | ||
− | * | + | * |
====Animations==== | ====Animations==== | ||
*Walking animation | *Walking animation |
Revision as of 17:15, 21 April 2021
Idea
The character will walk on a grid and can move in four directions.
- Make it clear when the character will interact with something.
- Restricts the player, so they can focus on the level.
Refrences
The Refereces (if available).
Game | Mechanic | Descriptions |
EXAMPLE GAME | Example Mechanic from that game with link | What Part do I reference from the mechanic in the referenced game |
Design
What is my specific design for the feature?
First:
- The player can only move from the tile they are standing on to a tile bordering theirs.
- When player and objects are grid based, then interactions between them are clear.
- Movement that is not grid based can make it unclear if the player will be hit by something when they stand somewhere between tiles.
Second:
- The character has to stop on the tile the player moved them to, without under- or overshooting.
- The movement has to be rather quick, so the player does not try to move while still moving (or else the player will get frustrated).
Finally:
- Walking against pushable objects will push them one tile without moving the character.
- Moving through objects can not be possible.
- Variable : movementspeed
Required Feedback
What feedback does the designed feature need to function?
VFX
Animations
- Walking animation
- Turning animation
Sound
- Steps
- Sound when walking against immovable Object (not necessary)
Variables
What Variables do I, as the Designer, need to balance this feature?
- Movementspeed
Dependencies
On what other features is this feature rely on?