Spielerando

Hopping between handholds on a cliff: which one does the jump go to?

On a cliff face the player points with the stick and presses jump, and the game must guess the hold they meant. Pick the nearest and it feels random; pick by direction alone and the character leaps at holds out of reach. Here is a choice that follows the stick but respects the reach.

Why this works

A player aims with a thumb, which is rough. The game should answer the intention behind the push, so it first drops what could never be reached, then prefers the hold that lies most nearly in the pushed direction, and only then the nearest.

When not to use it

Skip it when the climb is meant to be a test of exact aim, such as a hard route where choosing the wrong hold is the challenge. There, let the player move to a hold by walking or reaching to it directly.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 31 lines of example code with 7 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Hopping between handholds on a cliff: which one does the jump go to?" (read_entry pick-the-next-handhold-for-a-climbing-hop) 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