Ragdoll, livin in a TBRPG
- Kevin G
- Sep 7, 2017
- 1 min read
Just finished adding Ragdolls to the characters. It was a lot easier than I expected it to be, but I guess after 8 months of unity development, learning new features becomes rather intuitive now. With that out of the way Jumping off a ledge is now an option.

Jumping
Currently jumping is an automatic success, but I might change that. One wild thought I had was that the player could roll a skill check during the jump. A die would appear, the player could roll it across the screen, and the game would add in the applicable modifiers (agility, strength, jumping skill, etc) . That way failure is a combination of player initiated luck and game mechanics. Without such an option, failure might seem far too punishing. I've noticed that some players have a tendency to blame the game, but if they interact with the mechanics a little more (by rolling a die) they may not feel that way.
Bonuses vs Percentages?

At this point, I've made a decision to not include any percentage changes. Players will only be aware of their bonuses / penalties and not a calculated chance. Complaints and frustrations steeped in ignorance of the statistical realization problem (as per some XCOM fans) won't be an issue. And really, why should the player / characters have any idea what their chances to hit are? They might know how good they are, but that's about it.
Kicking
Kicking was also implemented, but I think I might add in a push back effect. Kicking your opponent off the cliff is what this game is all about.
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