diff --git a/doc/MODS.md b/doc/MODS.md index d22bd16..d467043 100644 --- a/doc/MODS.md +++ b/doc/MODS.md @@ -23,6 +23,36 @@ Select the `GameLogic` node. From the Inspector, you can adjust the Gravity of the world. Decreasing gravity will allow the player to jump higher. +### Player + +Select the `Player` node. From the Inspector, you can adjust the way the player +moves in various respects. There are some relatively self-explanatory +properties: + +- **Speed**: How fast the player can move left and right. +- **Acceleration**: How quickly the player reaches its top left/right speed. +- **Jump Velocity**: How fast the player moves upwards when jumping. This, + together with gravity, controls how high the player can jump. +- **Double Jump**: If enabled, the player can jump a second time while still in + the air. This is quite a common power-up in platform games. + +There are also a number of parameters which are commonly used in platform games +that players may not notice: + +- **Jump Cut Factor**: How much to reduce the player's jump when you release + the jump key before the top of the jump. Setting this to more than 0% allows + the player to control the height of the jump by how long they hold the jump + key. +- **Coyote Time**: How long it takes for the player to start falling after they + walk off a ledge. This allows the player to jump if they press the key a + moment too late, avoiding frustration. Named after [Wile E. + Coyote](https://en.wikipedia.org/wiki/Wile_E._Coyote_and_the_Road_Runner), a + cartoon character who often runs off a cliff but does not start falling until + he notices he has done so. +- **Jump Buffer**: How early can the player press jump while still in the air, + so that they jump as soon as they land on the floor. This allows the player to + jump if they press the key a moment too early, avoiding frustration. + ## Rules ### Win condition