Spielerando

The hero stops dead at a curb or stair that it should simply step over

Villages and dungeons are full of low steps, thresholds and roots. If every height difference is a wall the hero feels clumsy, and if all of them are climbable it can walk up cliffs. Here is a rule for what can be stepped over, what is a fall, and how the picture follows without jerking.

Why this works

People expect a body to climb what a leg can lift and to stop at what it cannot. One clear limit for going up, a more forgiving one for going down, and a picture that glides to the new height keep the world believable and the camera calm.

When not to use it

Skip it in a game that has real jumping and climbing as its main skill, where each ledge is a deliberate challenge. Stepping up automatically would give away the obstacle; use clear, tall edges and let the player jump.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 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 "The hero stops dead at a curb or stair that it should simply step over" (read_entry rpg-step-up-small-ledges) 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