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A glimpse of combat in 《Drifting》

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Wall Run Overhaul - Thin Wall Test

Over the past years, I've developed a habit of stress testing newly built mechanics to get a sense of how it performs under extreme circumstances. From my own experience, there are two advantages for stress testing: the first and obvious one is to reveal any bugs, hitches, stutter...etc. that might impact the flow of the game; the second advantage is to know the boundary of my level design - how far I can go with the geometry layout before it breaks the game's movement system - a particularly valuable piece of information for level design reference, whether the new mechanic passes the test or not.

Thin Wall

(the definition of thin wall is an 80uu width 660uu high wall. I rarely placed a single wall without other adjacent walls connecting to it, which makes it particularly hard to wall run on)


One of the stress tests I've been conducting over the years is the "thin wall test". The idea is to assess the stability of wall running on thin walls with sharp (90 degrees) turns, this ensures players are able to wall run without worrying too much about the geometry layout he/she is running on and focus more on the surrounding environment and enemies while wall running. After almost a week's effort of tweaking and fixing, I'm glad to show you that the newly built wall running system passed the test (with me practicing a bit before stress testing of course)!

Thin Wall Test

(noticed the player's camera is not required to align with the wall while running on it - a small yet critical improvement from the old wall run system)


I hope you enjoy this week's update, have a great and healthy weekend! (〃∀〃)~♡

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