{"schemaVersion":1,"record":{"key":"mechanic/movement-platforming--t010","type":"mechanic","id":"movement-platforming--t010","lang":"en","title":"Runners and obstacle courses","summary":"Forward progress is imposed or expected to continue, while the player chooses dodge timing and obstacle-clearing sequences.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t010/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t010.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t010.md","aliases":[],"tags":["Movement and platforming","Mechanics and variants"],"sourceIds":["source-b8626268f7974a44","source-ad5935e19b434514","source-8b181715b5c89953","source-48f5d8f7c5026ce1"],"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-48f5d8f7c5026ce1","title":"Mirror's Edge™","url":"https://store.steampowered.com/app/17410/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Forward progress is imposed or expected to continue, while the player chooses dodge timing and obstacle-clearing sequences."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t010-variants\"></a>\n\n- Lane switching: discrete positions simplify selection of a safe corridor. <a id=\"t010-v1\"></a>\n- Obstacle rhythm: preparation for the next action begins before the previous one ends. <a id=\"t010-v2\"></a>\n- Flow speed: acceleration shortens decision time while retaining visible warning. <a id=\"t010-v3\"></a>\n- Route branching: a safe detour competes with a harder but more rewarding line. <a id=\"t010-v4\"></a>"},{"id":"example","title":"Design example","body":"A runner chooses a long outer lane without gaps or a short sequence of jumping, ducking and turning.\n\nPrototype check: Change speed separately from obstacle spacing and check whether there is still time to recognize the next action."},{"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":"t010","title":"Movement and platforming","url":"https://gamemechanics.pro/en/mechanics/movement-platforming/#t010","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Runners and obstacle courses","description":"Forward progress is imposed or expected to continue, while the player chooses dodge timing and obstacle-clearing sequences.","image":{"src":"images/mechanics/priority-mirrors-edge-01.webp","width":1280,"height":720,"game":"Mirror's Edge™","sourceUrl":"https://store.steampowered.com/app/17410/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/17410/0000006706.1920x1080.jpg?t=1777394972","credit":"DICE / Electronic Arts","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"A route through a shaft in Mirror’s Edge","alt":"A route through a shaft in Mirror’s Edge","markers":[{"x":55,"y":54,"label":"A red support marks the route"},{"x":48,"y":75,"label":"The shaft’s depth establishes the cost of a mistake"}]},"tips":["Reveal the next obstacle before its required action."],"examples":[{"title":"Mirror's Edge™","url":"https://store.steampowered.com/app/17410/"}]}},"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"}}