Character Modules
Character Modules builds a character controller from small modules, each one move or one rule of a genre: a jump, a ledge grab, coyote time, a stamina bar. Seven presets combine them into the controllers of seven genres; you can take any of them apart, or build your own from the same modules.
Hierarchy
Traversal Adventure
Input
Collision
Capsule Hull
Step Slide Solver
Sensors
Ground
Triggers
States
Swim
Ladder
Ledge Climb
Mantle
Jump
Dodge
Walk
Air
Modifiers
Coyote Time
Jump Buffering
Sprint
Jump Assist
…
Gameplay
Presentation
Camera
Every module answers one question a game designer asks: what should happen when the player runs off an edge and presses jump a moment late? That is Coyote Time. What makes a shooter fast? Air acceleration and Bunny Hopping. Each module's page says why it exists, which game it comes from, and how to tune it.
Key concepts
| Concept | Description |
|---|---|
| Character Motor | The character: it steps the simulation at a fixed rate and runs one state at a time. |
| Mode | How the character moves where it is: Walking, Falling, Swimming, Climbing. |
| Action | Something the character does for a while: Crouch, Roll, Ground Pound. |
| Modifier | Changes how a mode or an action behaves, or when it may happen: Coyote Time, Held Jump. |
| Preset | A recipe of modules for one genre, saved as a prefab. |
| Gym | A level for one preset, laid out like its genre, that a bot plays through as a test. |
What's in this manual
| Topic | Description |
|---|---|
| Install | Add the package and build the presets and gyms. |
| How a character works | The motor, its modules, and how they decide what happens. |
| Build a controller from scratch | Assemble a character module by module. |
| Presets | The seven genres and the games they follow. |
| Gyms | One test level per preset. |
| Capability Card | What a character can do, measured. |
| Modules | Every module: why it exists, where it comes from, its properties. |