Surface Classes
Decides which surfaces are slippery and which slopes are slid down. Ice and steep ground get their character.
How surfaces behave underfoot: slippery ones slide, and which slopes are slid down instead of walked. It is where ice and steep ground get their character.
How it works
Surface Classes: the character's numbers for each Slipperiness a Character Surface can have (normal, non-slip, slippery, very slippery), as classic 3D platformers tell floors apart. Each class moves where slopes start pulling, where sliding is forced and where a jump uphill turns into a steep jump, and how strong slope pull, skid braking and sliding are. Heading Walk, Skid, Slide and Steep Jump read it. A floor with no Character Surface is normal.
Slide numbers are given per 1/30 s, the original's frame, because the Slide state steps its speed in the original's frames to match its speeds exactly. Numbers from the classic 3D platformer study (D33).
Combine it
- Used by the presets: Retro Platformer, Modern Platformer.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Normal | Ordinary floors. | DreamDigital.Character.States.SurfaceClass | |
| Non Slip | Floors that never slide. | DreamDigital.Character.States.SurfaceClass | |
| Slippery | Slippery floors. | DreamDigital.Character.States.SurfaceClass | |
| Very Slippery | Very slippery floors: ice. | DreamDigital.Character.States.SurfaceClass |