Movement

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Revision as of 16:36, 17 May 2021 by Paul (talk | contribs) (back to Concept (time when move not implemented))
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Idea

What is my general idea for the feature? ("Tldr!")

  • The character will walk on a grid and can move in four directions.

Intention / Requirements:

  • Make it clear when the character will interact with something.
  • Restricts the player, so they can focus on the level.
  • 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.
  • 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).

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?

Movement:

  • The player can only move from the tile they are standing on to a tile bordering theirs.
  • The character has to stop on the tile the player moved them to, without under- or overshooting.

Moving Interaction:

  • Walking against pushable objects will push them one tile without moving the character.

Required Feedback

What feedback does the designed feature need to function?

VFX

Animations

  • Walking animation
  • Turning animation [But there is no turning in the Design?!]

Sound

  • Steps
  • Sound when walking against immovable Object (not necessary)

Variables

What Variables do I, as the Designer, need to balance this feature?

  • movementDelay - The wait time between allowed movement Inputs

Dependencies

On what other features is this feature rely on?

Link to Dependencies