Hi! I’m planning a prototype for a 3D game with unstable movement mechanics. What I want to achieve is the feel that the movement isn’t entirely in your control. For example:
If you run in a direction, the character does a bit of an s. Similar to when you start riding a bike and it’s a little woobly.
When you stop running, the character takes a few steps more before finally stopping.
I want to achieve this without using physics bodies, I want this to be purely about messing up a bit the player input. Do you have any ideas for this? Anything is good, I need the inspiration!
What I’d suggest is, put an intermediary between the input and what uses it. A “drunkifier”, if you will.
The “Drunkifier” could do things like delay inputs (add a random value between 0 and half a second to button presses), fiddle axis values (maybe add in a sin(time) * sin(time * PI) or something for some time variant somewhat complex wobble…) and generally monkey with things.
That would also make it easier to configure, since you could set it up so the effects could be added slightly or a lot, based on some “how drunk am I” float value between 0.0 and 1.0.