Spielerando

In mid-air the character stops dead or cannot be steered at all

Reusing the ground movement in the air makes jumps stiff, with speed dropping to zero the moment the keys are let go. Using no control at all makes them feel like a thrown object. Here is the split that gives players a feeling of control without letting them hover.

Why this works

A body in the air keeps moving the way it was, and the player wants to feel the run-up mattered. Gentle pushing along the motion and firmer pushing against it keeps jumps committed yet leaves room to fix a bad one.

When not to use it

Skip it when you want full control in the air, as in an arcade game where players expect to change direction freely, or when you want no control at all, as in a launched or thrown character. Choose one extreme on purpose and tell the player.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 20 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "In mid-air the character stops dead or cannot be steered at all" (read_entry air-steering-keeps-momentum-turns-faster) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP