Posted May 29, 2026 by Raildo GameArt
I’m still analyzing some concepts regarding the character movement, and I’m considering having very few automations. In some platformer games, for example, when the player walks on a narrow platform or rope, the game “locks” them onto that surface, and they only fall if they jump. But I made it so a force pulls the player toward the nearest edge, forcing the player to push in the opposite direction and keep their balance. I might be making a huge mess here, but I’ll run some playtests to see if it works.
By removing automations, I’m replacing the smooth badass parkour with a slower, more failure-prone parkour system. The player will need to analyze the environment in order to figure out the least complex path.