Spielerando

Jumping on a steep hill should not launch you sideways or into the slope

On open terrain hills are everywhere, and a jump that ignores the slope behaves strangely: straight up lands you uphill and feels sticky, along the surface flings you off the side. Here is a way to aim the jump so it feels the same height everywhere, and where it must refuse.

Why this works

A hill should change where you go, not how high you jump. Leaning the push a little away from the slope keeps the launch from driving into the ground, while keeping the rise equal to flat ground means levels stay fair everywhere.

When not to use it

Not needed on flat or tile-based levels, and wrong when slopes should be treacherous on purpose, such as ice or loose scree. There, the slope itself is the challenge; let the jump behave the same as on flat ground and let the surface slide.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 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 "Jumping on a steep hill should not launch you sideways or into the slope" (read_entry jump-direction-on-a-steep-hillside) 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