Winterfall is a sandbox RPG influenced, gameplay-wise, by experiences as diverse as Mount and Blade, Mass Effect, DayZ, The Sims, the Elder Scrolls games and, of course, the latter Ultima games (7, 8 and Online), set in a fictional late antiquity/early dark ages setting. Contrary to most RPGs where the player is in control of a single hero character from beginning to end, the focus of Winterfall is on a House, or Household, which is grown and developed through deeds performed by the player's successive characters.
Action leap over a snowmelt stream. After long internal debates, it was eventually decided that Jumping would be in the game, although if it's got to be done, then it's got to be done properly.
Love how fluent this jump looks. How will you handle jumping? Make the player able to jump at any times (even if it's completely unnecessary) or make the player able to jump over predefined gaps and obstacles (like in Mass Effect 3 for example). That jump in this preview looks so perfect that it's hard to believe it's not a premade jump point.
It's either going to be premade jump points, or jumping like in Battlespire where you could "project" a cursor by holding a key and then, releasing the key, you would jump to destination.
Right now, the jumping is pretty open (jog or run and click, there's a delay between two jumps) but I never liked the "mad jumping around" so it's not going to stay that way.
There's also the fact that I don't want to have to manage falling because for that kind of game, it's just not interesting to drive the character to its death, by miscalculation or deliberate choice, and I don't want to have to handle "death" that way (or "death" at all, things regarding "misadventure" are set up a bit differently in Winterfall).
Likeliest at this point is lots of premade jump points that you have to discover and a choice, at character-building, of different extents of jump ability. It's reasonably easy to set up and eliminates the experimental jumping and dying that I hate so much in games.