Posted October 14, 2025 by NimueS
Vertical movement dramatically changes how players interact with the world. While walking, jumping, and dashing establish horizontal exploration, climbable surfaces and jump-through platforms allow players to reach new heights, uncover secrets, and approach challenges from multiple angles. These mechanics expand the world design without breaking the deliberate pacing of movement.
The player can now jump down through some platforms and climb up through others. This opens up the world vertically and means I can design more vertical focused levels.
Tilemaps are now set into several layers depending on whether the player can climb, walk, or jump through the tile.
Platforms that the player can jump up through and land on from above add flexibility without overcomplicating the controls. Players can also intentionally fall through them when needed, which requires careful collision handling and temporary collider disabling.
Climbable surfaces use tilemaps for precise alignment with the environment. This ensures the player can smoothly move up or down ladders without jitter or misalignment. It also allows environmental puzzles and vertical exploration to integrate seamlessly with level design.
When starting a climb, the player snaps to the horizontal center of the ladder tile. This improves precision, prevents awkward sideways sliding, and visually communicates that the character is “attached” to the climbable surface. The snapping is interpolated over a short duration to feel natural rather than instantaneous.
While climbing, gravity is disabled and vertical movement is fully controlled by player input. Exiting the climb restores normal physics and allows smooth transitions to jumping or dashing, keeping the movement fluid and intuitive.
Adding jump-through platforms and climbable surfaces significantly enhances vertical exploration. Players can approach challenges from different angles, find hidden collectibles, and feel a stronger sense of presence in the world.
These mechanics also integrate tightly with walking, jumping, and dashing, forming a cohesive movement system that balances deliberate pacing with dynamic player agency. By combining precise ladder snapping, fall-through platforms, and controlled verticality, the game encourages curiosity and experimentation without breaking the grounded feel of the character controller.