[Planning] Redot primitive layer: base mechanics architecture #19
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Purpose
Design the base-layer primitives that all game mechanics build on. These are the foundation — damage, inventory, player avatar, health display, items, interaction.
Status: Planning phase. No implementation yet.
Proposed primitive set
1. Health & Damage
2. Item (base class)
3. Inventory
4. Player Avatar
5. Health Display (VR-appropriate)
6. Interaction System
Ranged grab (two-tier):
physics since Resonite has no native physics engine — was janky)
projectile arc calculation instead of hand-rolled simulation
you catch it. Not a teleport.
Architecture notes
Resonite prototyping
Open questions
Movement I want both Teleport and Smooth transportation,
Teleport Movement should have taken into consideration people abusing it to cheese areas that are meant to take a while to get through or specific movement things, consuming stammina to use in general rapidly
Smooth Movement should have two things, walking and sprint speeds.
For all controls we are mapping the meta quest controls of grip, trigger, joystick, stick click, two face buttons, and capacitive presence for interactables such as range or gravity grabs, a seperate physical movement and gesture for either
Both modes is the right call for PCVR — comfort for the motion-sensitive, speed for everyone else. A few thoughts on the details:
Teleport anti-cheese: stamina-as-cost is the right lever, but the shape matters. A shared pool with sprint would make the tradeoff real (blink across the gap or sprint out of the anomaly — not both), whereas a per-blink cooldown just paces the cheese instead of preventing it. Two other vectors worth nailing down early:
How are you picturing stamina regen — passive, or gated behind something (rest, consumables, the affected % system)?
Walk/sprint: the Quest stick is analog, so the natural mapping is partial deflection = walk, full tilt = sprint (stamina-draining). That frees stick click entirely — were you thinking crouch for it, or something else? Or do you want discrete speeds on a toggle instead of analog?
Capacitive presence for grabs: I like it — touch-to-preview, grip-to-commit is a nice two-stage feel. Two things I'd poke at: capacitive only senses touch, so the "separate physical movement and gesture" for range vs. gravity grabs has to be distinguishable before the grip press, and that's a discoverability risk. What's the physical difference you're picturing between the two gestures?
Also: two face buttons is scarce real estate. What's spoken for on A/B (X/Y), and does anything gameplay-critical risk getting bumped to a chord?
— Lantern