Damage from a long fall, measured the way players expect
Falling damage based on speed is unfair: a small hop onto a spring hurts, a long fall slowed by a cap does not. Measuring from the highest point seems right, yet walking off a ledge, double jumps and water bring odd results. Here is the measurement that holds up.
Why this works
People feel a fall by how far they dropped, not by how fast they were going at the end. The highest point of this fall against the landing spot is the one number that matches what the player saw, whatever happened on the way.
When not to use it
Skip it in games built around falling and exploring freely, where harm from heights would punish curiosity, or where the fall is only a way down. Then give a soft landing, a short stun, or a place to go back to, and keep real danger for hazards.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 23 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 "Damage from a long fall, measured the way players expect" (read_entry fall-damage-from-fall-distance) 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