Design Considerations

Feel free to skip this unless you have interest in game design, it's more theoretical than necessary for the project recreation.

Attachment Design Considerations

A design decision has to be made to determine which climb attachment type the game should have.

  • Input press attachment: Player must press a button to enter climbing mode

    • (pro) can attach/detach mid climb to purposely drop/fall to different heights

    • (con) more manual attachment process (pressing a button)

  • Velocity based attachment: Player can walk into a wall to climb it

    • (pro) seamless attachment (simply encountering a wall will enable climbing)

    • (con) cannot reattach if falling without other mechanics

Both options have their own upsides and downsides, so it primarily depends on what fits better in the world.

Genshin and BOTW use the Velocity based attachment allowing the player to just "run into" the wall to climb it, which might seem like the obviously better decision.

However there's a sacrifice that comes with that design, which is if you detach from a wall the player has no way of reattaching without other mechanics

  • like using a glider to loop around and re-hit the wall re-activating climb

If the game has no other "suspended falling" (like a glider for ex) mechanic, perhaps it's best to have Input press based attachment as the player wouldn't really have another way to save themselves from a fall.

Or if you want the game to be more punishing, maybe you purposely allow them to fall to their death if they accidentally detatch.

For this project, considering there aren't any other "suspended falling" mechanics it makes most sense to use Input press attachment, but I have toyed around with using Velocity based attachment instead and I gotta say I do appreciate it's much more seamless.

Perhaps I'll do both for fun but right now lets do input based.

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