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free_movement

Free Movement


Free movement is an in-development system for allowing the player to move freely around a map instead of being restricted to the grid. It replaces the previous experimental version and can be enabled on a per map basis from the bottom of the Map Properties panel. Please keep in mind that most functionality WILL NOT work when free movement is enabled. If you encounter an issue on a map with free movement enabled, please do not report it as a bug until further notice. Thank you!

Current Functionality

  • Basic Movement: Player can walk around and explore the map. At this time, tile scripts do not work and other characters will still walk along the grid. Combat/attacking is not supported yet.
  • Object/NPC Interaction: Scripted objects, item containers, and NPCs with dialogue can be interacted with by walking up to them and pressing “E”.
  • Collision: Objects configured as passable will have no collision, everything else will have collision.
  • Jumping: Default jump height is approximately 12 voxels high, but can be changed from the debug console using “jump X”, where X is a value from 0 to 10. Entering “jump” without a number will display the current value.
  • Scripting: Objects can have a “Character Collides” script which is triggered when the player collides with the object. For objects meant to behave as item pickups that will disappear when picked up, it's recommended to set them as passable in the Voxel Editor to prevent any slowdown when the player walks into them.

Controls

  • E: Interact
  • Shift: Sprint
  • Space: Jump
  • Left Mouse: Attack

Known Limitations

The following list includes any known limitations specifically related to the new physics-based movement system. Any previously existing functionality that hasn't been implemented into the free movement system yet is not included in this list and should not be reported as a bug.

  • Player may get stuck on small steps or bumps in terrain and require jumping to get over them.
  • Collision only uses first frame of model and isn't updated when the frame changes.

Planned Features

The following list includes features that are planned as part of the free movement system and will also be entirely new to RPG in a Box.

  • Physics tab in gameplay configuration for customizing various mechanics
  • Enabling/disabling sprinting mechanic
  • Customizing speed modifier for sprinting
  • Enabling/disabling jumping mechanic
  • Customizing gravity, jump height, air control, jump count, etc.
  • Enabling/disabling fall damage
  • Customizing fall damage amount
  • Enabling/disabling crouching mechanic
  • Customizing crouch height, etc.
  • Customizing slopes, sliding, etc.
  • Attacking freely (i.e. no interaction needed)
  • Customizing interaction proximity, crosshairs, etc.
  • Head bobbing effect for first-person
  • Custom collision boxes for models
  • Custom zones in maps to trigger scripts or events
  • Collision boxes in maps to block areas or affect movement
free_movement.txt · Last modified: 2023/06/01 12:58 by justin