Spielerando

Walking into mud or shallow water changes your speed with a jolt at the edge

Roads, mud, sand and shallows make an overworld feel real, but a speed that flips the instant the hero's centre crosses a tile border feels like hitting a wall. Here is how to read the ground under the whole body and how quickly the speed should follow, independent of frame rate.

Why this works

The body is spread over several tiles, so the ground it stands on is a mix, and the change should be a mix too. Letting speed follow that mix by a share of the gap per moment, not a fixed step, feels the same on every screen.

When not to use it

Skip it when the ground is a puzzle or a rule, such as ice that must clearly start a slide or a swamp that always slows. Then use a sharp, visible edge so the player can read it and plan around it.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 26 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 "Walking into mud or shallow water changes your speed with a jolt at the edge" (read_entry rpg-terrain-speed-blend) 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