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NOTE: These are not the actual movements for Alice: Asylum. This is only for reference.

Alice’s movements will be controlled with a Mario-3D like control system. The analog stick will control movement while buttons are used for jumping and combat.

Alice’s movement through the world and interaction with characters is intended to be as fluid and intuitive as possible.

The Real World

In London Alice’s movements show the struggles and limitations of a young woman trying to find out the truth. We see her stumble at times when she tries to find her balance. Alice’s moves are limited to physically realistic options like walking, running, jumping, etc.
Depending on the scene Alice’s movement and animations will change. However this will not affect player input.
For example during a short time frame after Alice is pulled out of the Thames she’ll shiver while she walks from being cold.


By contrast in Wonderland Alice is in her element – her only limitations being with her imagination and her fears.
She’s able to glide, jump, and land in a fantastically reasonable fashion.
Several critical gated abilities will be in Wonderland which will allow Alice to overcome obstacles in a unique fashion: growing big, taking her head off to roll it like a ball, and deep water swimming.

    • Alice will have a range of basic movement speeds (walk to run) that correspond to the analog range on the Left Analog Stick.

    • Pressing "X" triggers a jump, the longer "X" is held, the higher the jump will be- up to the limit set for maximum jump height.
    • While jumping, the player will retain a limited degree of air control. In midair, momentum and trajectory can be adjusted with directional input via the Left Stick.
    • Initial aerial momentum of jump is determined by player movement speed at time of jump. The faster the player is moving the more initial forward momentum the jump will have.
    • Alice has two distinct movement speeds which will affect jump momentum: walking and running. When standing still, jumping will launch Alice directly upward.
    • When landing from a jump, Alice will immediately continue moving at the rate determined by player input without delay.

    • A double jump is used to extend the height and distance of a regular jump by performing a second jump in midair.
    • At any point between the launch and peak of the jump, the player can press "X" a second time to perform a double jump.
    • The second jump will have a different animation, but otherwise follows the same constraints as a normal jump, and can still be affected by player air control.

    • Instead of the player being able to hold down the “X” button to maintain float until they have touched the ground there will be a deflation cycle over time.
    • The player must press and hold the “X” button again in order to begin the cycle again.
    • Each time the cycle repeats it becomes shorter so if the player mashes prematurely they’ll reduce the maximum achievable float distance.
    • Floating over a distance would be like a series of smaller curves within a continually declining float arc.
    • In order to maintain current level structure the maximum distance achievable should not exceed the current arc.
    • If the player enters the steam vent volume then the float cycle will reset itself.
      • Controls
        • In order to initiate float the player will press and hold the “X” button after the first initial jump.
        • To maintain float for a longer distance they will simply press and hold the “X” button at the correct intervals.
        • As it does now letting go of the “X” button will immediately cause Alice to fall at her normal falling rate.
      • Visuals
        • During each cycle of the float an animation, sound and particle will play.
        • Particles and sound should help give an indication to the player as to when they should start their next float cycle.

    • While in Wonderland Alice will also slide on particular surfaces where player will have some limited control over her movement.
    • Sliding within Wonderland will be triggered when Alice hits the trigger volume on specific surfaces.
    • Alice’s animations will blend from walking/running to a sliding animation when she hits the trigger volume.
      • Movement while Sliding
        • Alice can strafe left or right while sliding down while the animation will slow a slight turn.
        • User will be able to slow or speed up Alice by pressing back or forward on the Left Analog Stick.
        • Limits to slowest speed and fastest speed will be set; Alice will not continually speed up faster and faster infinitely.
        • In order to maintain top speed Alice needs to stay within the central part of the slide.
        • If Alice gets close to the edges of the slide she will lose speed.
        • A half-pipe/bobsleigh type feel would provide more fun and feedback.
        • The force of a turn should push Alice to the opposing side of the slide. The player must respond or risk falling being slowed.
      • Camera
        • Camera will follow the slide path.
      • Notes
        • Collectibles can be placed on the slide.
        • Adding Timed slide challenges: beat the obstacle or the self-destructing slide.

    • Jump pads will fling Alice upward very quickly. During ascent, the player will have very limited air control.
    • After reaching the peak of flight, Alice will begin to fall.
    • From that point, all regular actions are available during falling are allowed.
    • When Alice lands on a jump pad, the jump pad will compress, then it will decompress and shoot Alice into air.
    • If Alice is shrunk as soon as soon as the jump pad is triggers she will return her to normal size.
      • Controls
        • There are essentially two ways to trigger a jump pad.
        • Player does not have to jump onto the pad itself but instead if they walk into the jump pad radius surrounding the jump pad it will trigger.
        • When the player enters the trigger radius of the jump pad, Alice will hop quickly on top of the jump pad, then play the launch animation.
        • When approaching a jump pad Alice simply needs to jump (X) onto the pad and then she is automatically launched to the predetermined destination.
        • In this case it will simply play the launch animation, as she has already mounted the pad.
        • Because of this all jump pad meshes would be required to conform to a set height, and be placed consistently within the level.
      • Usage
        • Because jump pads are a simple mechanic, transporting Alice from point A to point B, with a little bit of air control, it is important to build in deeper reasons into why she would use them.
        • Provides a quick means of moving Alice vertically – use this when a sudden shift in level height is required.
        • As a means to quickly return to the point of origin, for example:
          • Player falls into a deep pit and is trapped until a challenge is complete. Once the challenge is complete, a Jump-Pad appears to provide a quick way back up.
          • Player falls from a platform challenge above into a pit below. A Jump-Pad provides a quick route back to the start of the challenge so the player can try again.
        • Provides height from which to create an extended Floating challenge.
        • When integrated into a platform challenge. Jump-Pads are more satisfying when used in groups of two or more.
        • Jump-Pad position doesn’t need to be static. Try the following:
          • Have the player use switches to reposition/activate Jump-Pads
          • Attach the Jump-Pad to a Push/Pull object, allow the player to manually position before using it.
      • Visuals and Animations:
        • For each version of the jump pad mesh there should be three animations, an idle, a compressed animation for when Alice is on the jump pad, and a Jump Pad Launch (which syncs with Alice’s Launch animation properly).
        • When in the air, after being launched by the jump pad, Alice should have a unique “flying through the air” animation, as the player has no air control, we should not use the regular jump animation during flight.
        • There needs to be a clear direction showing the user where jump pads are shooting Alice to. Along with being clear as to the direction that Alice will be shot in when entering the jump pad from the opposite direction she will orient herself to the correct direction.
        • Jump pads will be themed to the particular domain.

    • Within a tutorial, Alice is taught that there are two types of volumes underwater.
      • Swimming Form Volume
        • They're large
        • Can swim at high speed. This is similar to an accelerator in that she will have a larger turning radius. From a stationary position she’ll turn to the input direction and then begin to swim.
        • Can’t engage in normal combat.
        • In order to box Alice in she will be bound in by regular blocking and for the top/ceiling she will be blocked in by an “invisible” radiation.
        • Contain hazards to avoid using boost
        • Contained in the swimming volumes are breakable walls hiding secret passages.
        • Swimming volumes also contain smaller "islands" which can be explored using normal movement
      • Walking Form Volumes
        • Moves with the normal range of Wonderland actions.
        • Full combat
    • Visuals
      • Moving between Swimming Form and Walking Form will be accompanied by animation, gradual change in color, post-processing, particle effects and animations on her hair and dress.
      • The transition between Swimming Form and Walking Form is via a transition volume of a large fish head. The process is like Alice ‘taking-off’ and ‘landing’.
    • Controls
      • Swimming Form
        • “X” to swim up
        • “O” to dive down
        • R1 Swim Boost
        • R2 Attack
        • Analog Stick – Movement
        • L1 – Swim Fast
      • Walking Form – While in the walking water volume controls are the same as when she is walking normally. The only difference is a change in animations she will have her normal movement set.