Jumping while carrying a heavy load, without changing how it falls
A hero hauling a heavy crate should jump less high. The trap is to shrink the speed by a share and get a far smaller jump than meant, or to pick up the crate in mid-jump and change the arc halfway. Here is a load rule that is exact and fair.
Why this works
Players judge a jump by how high it goes, not by its launch speed. Because height grows much faster than speed, thinking in height makes a load easy to explain and to tune, and leaving gravity alone keeps every other timing in the game intact.
When not to use it
Don't add it when carrying is only flavour, or when the player already juggles many limits; one more penalty just annoys. Give the load a cost somewhere else, such as slower walking, or let a strong character ignore it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 15 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Jumping while carrying a heavy load, without changing how it falls" (read_entry carried-weight-lowers-the-jump) 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