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Tutorial:Player Movement

From Starship Simulator

NOTICE: This page is a Work in Progress as much of the lore/Development for the game is yet to be established.


This tutorial covers the fundamentals of player movement and exploration. These includes walking directions, manoeuvres and toggling the space of travel. These will be required for all players to learn to either function as a crew member or as a passenger.

For a full list of keybinds, always refer to the main Controls page.

Directions Basics

Movement is available on three different axis:

  • X: Movement to the left or right.
  • Y: Movement either forward or backwards.
  • Z: Movement either upwards or downwards.

Looking Direction

Movement is always relative to the direction the player looking. Angling direction will only take place from the point where the player stands, affecting where they look but not where they move. These are restricted to the X and Y axis, with movement required if you want to face forwards. The player will also need to look directly at objects if they wish to interact with them (see: Tutorial:Interaction Basics)

Default Key: Move Mouse
How it works:
   Move the mouse in the direction you wish to face, for example left if you want to turn left or forwards if you want to face up.

Basic Movement

Player movement such as walking and running is controlled with keyboard. They will be required to input keys to move the player character around. Movement around the world is restricted to the X and Y axis. There are four directions which the player can move: forwards, backwards, left and right. However, keys can be combined to travel in angled directions (e.g. press the W and D keys to move in a forward-right direction). However, the Z axis currently has no effect on the direction of travel. For example, if the player was to look up and press W, they would move towards along the Y axis rather than the Z axis.

Forward The player moves towards the direction they are facing on the Y axis.

Default Key: W

Backwards The player moves backwards the direction they are facing on the Y axis.

Default Key: S

Strafe Left The player moves leftwards on the X axis, relative to where they are facing.

Default Key: A

Strafe Right The player moves rightwards on the X axis, relative to where they are facing.

Default Key: D

Speed

Toggle Walk

The player character can currently move in two speeds and will come into affect whilst they move. By default, the player character will jog when they start their session. However, they change the speed of movement with the Toggle Walk button.

Default Key: Left Alt
How it works:
   Pressing the button will toggle between the two forms of walk.
   Jog: The player character runs at a medium pace.
   Walk: The player character moves at a slow pace.

Sprinting

The player character can run around the world at a fast pace. This

Default Key: Left Shift
How it works:
   Whilst held, the player character will run at a fast pace around the world.
Notes: If released, this key will reset the player's movement at a jogging pace.

Controlling the Z Axis

The player can change the character's standing on the Z axis to a limited degree. This is often done by travelling to higher environments, often through travelling up or down stairs, or using lifts. However, the player can use certain mechanics to either get down lower or get on top of objects the cannot walk onto.

Jumping

The player can perform a jump in the game, being able to leap onto high objects or over obstacles. Jumping will need to be done to stand on certain furniture or objects. However, jumping will end if the player collides with an object either in front or above them. It also cannot be used if there is little room to support the player character.

Default Key: Space Bar
How it works:
   When pressed, the player character perform a jump. Jumping can be done when travelling in a direction such as forwards or whilst strafing.

Crouching

The player can crouch down to get lower to the ground they are standing on. It can also be done to pass under certain obstacles or get to a better position to interact with objects. Crouching can be done by pressing the crouch key and the player will remain in this position whilst moving. Crouching ends when the crouch key is pressed again, the player jumps or ragdoll mode is activated. If in a space too low to stand up in, the player character remains crouched until they enter an area with enough space to stand in.

Default Key: Left Ctrl
How it works:
   When pressed, the player character lowers themself into a crouching position, allowing them to pass under obstacles or interact with objects on the floor. When pressed again, the player character stands up.

Advanced/Miscellaneous Movement

Forward Roll

The player can perform a forward roll, where their character gets lower onto the ground and twists their body along the floor on the Y axis forwards. By default, the character will stand again after the roll. However, in a low environment, they will instead crouch and remain until they enter an environment high enough to stand in. The roll manoeuvre can be used to pass under obstacles, though may be useful to tactical officers in combat scenarios.

Default Key: Double Left Ctrl
How it works:
   Double tap to use. The player character will roll on the ground to pass under an obstacle, either remaining crouched if the environment is too low or standing if in an environment high enough for them.

Ragdoll Mode

In current demos, the player can cause their character to enter Ragdoll Mode. This will shift their view into third person mode and turn their character into a ragdoll, meaning they drop the floor and their appendages are affected only by the environment. When the player presses another key, ragdoll mode is deactivated and the player stands up to return to their control. Ragdoll mode can be used to access areas where the player is too small, either due to their shape or not being manoeuvrable to squeeze through, or to test the physics in the environment.

Default Key: X
How it works:
   When pressed, the player character stops moving and collapses. Arms, legs and head are not affected by control, only by the environment.