10/5/2025 Size Movement
3 days ago
Atlyss Size Mod Development
I've been implementing some movement changes. The larger you grow, the faster you move and the higher you jump. The smaller you shrink has the opposite affect.
I encountered a lot of trouble trying to make the ratio between movement and size feel right. I think I hit a decent sweet spot.
Extreme sizes lead to many unforeseen issues. A high jump value actually makes your midair dash gain height. Strange, but not a situation most would encounter with this mod. If the player is big enough, they can mid-air dash to fly forever! This situation requires a pretty ridiculous size to achieve so I don't think anyone would find it bothersome, but it bothers me.
More annoyingly, smaller sizes were a lot more complicated than I initially thought. The player's speed actually ramps up to a maximum instead of instantly moving at a set number. This isn't normally noticeable as this happens very quickly in normal gameplay. When your speed is set to something low it becomes quite apparent.
That alone isn't a big deal. The real head wringer was the jumping. The mod can't just change the jump height and call it a day. It has to make sure the gravity plays nicely as well. Not only that, but there seems to be a strange issue with tiny jump values. The player can't even jump if the value is low enough, they just instantly snap to the ground.
I had to adjust the ground detection to the player's size to combat this, but even that didn't seem to help much. For reasons I have yet to deduce, the player just stuck to the floor like glue. So, I set a minimum value that the gravity and jump height can be set to.
Whew.
The mod is approaching the "cheating" territory now. By "cheating" I mean that the player will be able to do unintended actions that Kissef didn't develop for. Until now the mod has been a purely visual experience. Gameplay changes will have friction with the game's design. I'll be doing my best to keep the original design intent in mind with any changes I make.
All of this testing at different sizes really makes me want to tackle the accurate collisions mod again. I doubt I can make accurate collisions with the NPCs, but I did intend to make the player's collision also change size. I'd love to make accurate collision between players in mutliplayer as well. That task will be much more difficult to achieve, but I'd like to attempt it at the very least.
As for Ko-fi updates, I still have some things I want to implement and adjust before I put an udpate on there, but I hope I can get that done soon.
I encountered a lot of trouble trying to make the ratio between movement and size feel right. I think I hit a decent sweet spot.
Extreme sizes lead to many unforeseen issues. A high jump value actually makes your midair dash gain height. Strange, but not a situation most would encounter with this mod. If the player is big enough, they can mid-air dash to fly forever! This situation requires a pretty ridiculous size to achieve so I don't think anyone would find it bothersome, but it bothers me.
More annoyingly, smaller sizes were a lot more complicated than I initially thought. The player's speed actually ramps up to a maximum instead of instantly moving at a set number. This isn't normally noticeable as this happens very quickly in normal gameplay. When your speed is set to something low it becomes quite apparent.
That alone isn't a big deal. The real head wringer was the jumping. The mod can't just change the jump height and call it a day. It has to make sure the gravity plays nicely as well. Not only that, but there seems to be a strange issue with tiny jump values. The player can't even jump if the value is low enough, they just instantly snap to the ground.
I had to adjust the ground detection to the player's size to combat this, but even that didn't seem to help much. For reasons I have yet to deduce, the player just stuck to the floor like glue. So, I set a minimum value that the gravity and jump height can be set to.
Whew.
The mod is approaching the "cheating" territory now. By "cheating" I mean that the player will be able to do unintended actions that Kissef didn't develop for. Until now the mod has been a purely visual experience. Gameplay changes will have friction with the game's design. I'll be doing my best to keep the original design intent in mind with any changes I make.
All of this testing at different sizes really makes me want to tackle the accurate collisions mod again. I doubt I can make accurate collisions with the NPCs, but I did intend to make the player's collision also change size. I'd love to make accurate collision between players in mutliplayer as well. That task will be much more difficult to achieve, but I'd like to attempt it at the very least.
As for Ko-fi updates, I still have some things I want to implement and adjust before I put an udpate on there, but I hope I can get that done soon.