{"schemaVersion":1,"record":{"key":"mechanic/movement-platforming--t005","type":"mechanic","id":"movement-platforming--t005","lang":"en","title":"Parkour and obstacle traversal","summary":"The player links jumps and other moves into a route through the environment. Readable footholds support momentum and safe trajectory choices.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t005/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t005.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t005.md","aliases":["Parkour and traversal"],"tags":["Movement and platforming","Mechanics and variants"],"sourceIds":["source-b8626268f7974a44","source-ad5935e19b434514","source-8b181715b5c89953","source-6d034345094b033d"],"sources":[{"id":"source-b8626268f7974a44","title":"Godot: 2D movement overview","url":"https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html","verifiedAt":null},{"id":"source-ad5935e19b434514","title":"Maddy Thorson: Celeste & TowerFall Physics","url":"https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html","verifiedAt":null},{"id":"source-8b181715b5c89953","title":"Godot: CharacterBody3D","url":"https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html","verifiedAt":null},{"id":"source-6d034345094b033d","title":"Rise of the Tomb Raider","url":"https://store.steampowered.com/app/391220/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player reads obstacle geometry and chains traversal techniques, maintaining motion through a sequence of contact points."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t005-variants\"></a>\n\n- Vaulting: obstacle height and free space determine whether traversal is possible. <a id=\"t005-v1\"></a>\n- Wall running: contact maintains special motion until speed or usable surface runs out. <a id=\"t005-v2\"></a>\n- Sliding under obstacles: a low stance trades steering control for retained momentum. <a id=\"t005-v3\"></a>\n- Contact chaining: a successful action permits an immediate transition into the next. <a id=\"t005-v4\"></a>"},{"id":"example","title":"Design example","body":"A character vaults a fence, slides beneath a beam and uses a wall to reach the next roof.\n\nPrototype check: Repeat the chain slowly and quickly; unavailable actions should be explained by geometry or state rather than guessing an input."},{"id":"context","title":"Context and limits","body":"Movement connects input, trajectory and accessible space. Players assess support, speed and remaining abilities, choose an action and correct their motion through feedback. These ten directions range from flat platforming to underwater movement. A first prototype needs only a few surfaces and one distinctive rule; the camera, collisions and return of control should explain success or failure. Godot documentation provides implementation examples, while the Celeste and TowerFall author describes one approach to movement and platforms; these choices are not mandatory in every engine."}],"relations":[],"placements":[{"catalogId":"movement-platforming","id":"t005","title":"Movement and platforming","url":"https://gamemechanics.pro/en/mechanics/movement-platforming/#t005","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"Parkour and traversal","description":"The player links jumps and other moves into a route through the environment. Readable footholds support momentum and safe trajectory choices.","image":{"src":"images/mechanics/tomb-raider-jump.webp","width":1440,"height":810,"game":"Rise of the Tomb Raider","sourceUrl":"https://store.steampowered.com/app/391220/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/391220/ss_749f99146e5ebad371e37d95bfab7b17847c1d81.1920x1080.jpg?t=1766187095","credit":"Crystal Dynamics / Eidos-Montréal","rights":"© 2015 Crystal Dynamics group of companies. All rights reserved.","caption":"A route through a ruined structure","alt":"Rise of the Tomb Raider: Lara crosses a gap between stone supports in a ruined structure.","markers":[{"x":32,"y":49,"label":"The route continues across the gap"},{"x":84,"y":37,"label":"Traversal between footholds"}]},"tips":["Use consistent visual cues for traversal surfaces.","Maintain control when transitioning between moves."],"examples":[{"title":"Rise of the Tomb Raider","url":"https://store.steampowered.com/app/391220/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/movement-platforming"}}