#Improve player movement speeds/animations

1 messages · Page 1 of 1 (latest)

real ravine
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Currently it feels like the player is using the same movement system as the npcs. While it doesn't really matter if the npcs skip a few running animation frames and slides along the ground, this feels terrible when used for the player.

The character moves a bit too far and fast in relation to the movement animations, like they are ice skating. This is far more apparent when strafing, where the char glides a few meters in 1 step. This unrealistic movement results in the player not feeling grounded, and the controls being slippery, immediately breaking any immersion.

The player needs their own movement system, that is much tighter and accurately reflects user input. Even if this results in speeds being slowed down, you can add a sprint option to compensate. Having 1 speed feels terrible, especially in narrow dungeons. Instead of cautiously walking through the halls, the player is just gliding along (honestly feels like a hover hack), like im trying to solve a maze puzzle in a time limit.

I'm not sure how you want to approach this. Personally i'd rather have a few distinct speeds: walking/jog/sprint, with each being suited to different activities. The guards already have a walking pace that looks suitable. This could make combat more engaging with careful positioning and planning, while maintaining higher speeds for traversing the world.

clever tundra
#

There's a mod to slow everyone's run speed. It matches the animation much better and feels more natural.