Because of the nature of the environment, players need to have free movement, and these moves need to feel realistic. The main movements are:
·· Walk (normal speed) · Sprint · Stealth ··
The main speed for the players will be like a slow-running so that they will move fast through the map. However, they can change the speed when they need, sprinting to move faster or walking slower to move with stealth and reduce the noise.
·· Jump Over Obstacles ··
Players will not be able to jump freely, this means to sacrifice a part of the realism, but will help to improve the gameplay making it more fluid, avoiding bugs and problems, like getting caught between two obstacles. However, players will be able to jump over any obstacle, like walls, boxes, or stones. When they are walking (normal speed) or sprinting, they will automatically jump over any obstacle. I designed this way to make it coherent with the lack of HUD. When they are walking with stealth, they can use the obstacles as a cover or jump over with a determined key (like SPACE key on PC).
·· Climb & Descend ··
Players will be able to climb and descend with and without ropes in the determinate places to do it. To mark those places, we can use colors, lights, and decorations, like cloths, so when the players see it, they know that they can interact with the area.
Without Ropes: When they don’t use ropes, they will need to jump to edge from the edge (like in Tomb Raider), and they can fail and fall.
With Ropes and Gadgets: Ropes and gadgets are safer, but they only can use them in determinate places, like elevators or caves (The Division 2 and Far Cry 5).
·· Slide ··
When they found a downhill, they can descend it sliding it (like in Ghost Recon Breakpoint), and also they can use the mechanic to dodge enemies’ attacks (like in COD Modern Warfare)
·· Roll ··
To dodge an enemy attack, they can roll in any direction.