Spielerando

After a wall jump the character just climbs back into the wall

The player holds toward the wall, kicks off, and the character barely leaves it, or leaves it and slams straight back. Wall jumps need a moment where the player's steering is overruled. Here is how long, how strongly and what breaks otherwise.

Why this works

A wall jump is a decision to leave the wall, and the game should honour it. A brief hold on steering lets the push carry the hero clear, so a player who is still leaning on the old direction is not punished with a failed jump.

When not to use it

Skip it in games where tight, instant control is the point, or for climbing up a single shaft where the player wants to zigzag between walls. A lock there fights the player; shorten it to almost nothing or let steering fade back in gradually.

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
  • 23 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 "After a wall jump the character just climbs back into the wall" (read_entry wall-jump-with-short-steering-lock) 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