Make climbing a hill cost more than coming down, and forbid cliffs
On rough ground the walk up should tire the player more than the walk down, and a sheer drop or climb should not be walkable at all. Here is a cost rule that makes routes prefer gentle paths, and why the trip back is not the same price.
Why this works
Climbing tires more than descending, so a step should cost by how the height changes, not by the height itself. That makes routes prefer gentle slopes, and since the price depends on direction, the way back is a different sum and some cliffs only work one way.
When not to use it
Skip it on flat maps, or when the player moves by flying, riding or fast travel and height does not tire anyone. Also leave it out if the hills are only for looks and tiring routes would just feel slow without adding a decision.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 36 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 "Make climbing a hill cost more than coming down, and forbid cliffs" (read_entry survival-slope-cost-uphill-downhill) 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