A hard landing should cost time, unless the player rolls
A drop from a ledge and a drop from a rooftop should not feel the same, but a long freeze after every little hop makes the game sluggish. Here is how to tie the pause on landing to the fall, measure the fall correctly and reward a well-timed roll.
Why this works
The cost of a landing should follow the height of the drop, so the player learns to respect heights. Yet it must stay small for everyday jumps, and a skilled answer, the roll, must cancel most of it, so that care is rewarded and not only slowness.
When not to use it
Skip it in fast, flowing games where momentum is the joy, such as speedrunning or parkour. A pause on landing breaks the flow there. Show a hard landing with dust and sound only, and keep the control with the player.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 27 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A hard landing should cost time, unless the player rolls" (read_entry landing-recovery-scaled-by-fall) 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