Define baseline walking speed

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2026-05-15 13:07:34 -07:00
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- [x] Implement first/third-person camera toggle.
- [x] Implement movement.
- [x] Implement sprinting.
- [ ] Define real-world baseline walking speed.
- [x] Define real-world baseline walking speed. Decision: baseline adult walking speed is `1.4 m/s` (`140 Unreal units/s`), with MVP tuning allowance up to about `1.6 m/s` for brisk walking. Movement speed does not scale with the `4 real hours = 1 in-game day` calendar.
- [ ] Define real-world baseline running speed.
- [ ] Connect movement speed to age, condition, strength, endurance, hunger, thirst, injury, carried weight, and terrain.
- [ ] Implement crouching if needed.
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Immediate next item:
- [ ] Define real-world baseline walking speed.
- [ ] Define real-world baseline running speed.
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# Movement And Time Scale Baseline
Date: 2026-05-15
## Decision
Agrarian should keep physical movement close to real-world human pace. The MVP
calendar can remain compressed at `4 real hours = 1 in-game day`, but walking,
running, swimming, climbing, animal movement, and vehicles should be measured in
real distance per real second.
Do not multiply player movement speed by the calendar time scale.
## Why
The world is built around real terrain and real distances. If a tile is 1 km by
1 km, the player should experience that kilometer as a real distance, not as a
distance that changes when the calendar scale changes.
Calendar compression is for crop growth, weather passage, day/night rhythm,
sleep, hunger pressure, and long-term life simulation. Movement speed is for
the feel of a body moving through terrain.
If we scale movement with the day length, travel will stop feeling grounded.
Players will cross valleys, fields, roads, and forests at speeds that do not
match what they see on screen.
## MVP Baseline Walking Speed
Baseline adult walking speed:
- `1.4 meters per second`
- `140 Unreal units per second`
- about `5.0 kilometers per hour`
- about `12 minutes` to walk across a flat 1 km tile edge-to-edge
MVP tuning allowance:
- The default playable walking speed may be tuned up to about
`1.6 meters per second` if the first playable build feels too sluggish.
- That tuning should still be treated as a brisk real walk, not a hidden travel
multiplier.
- Terrain, injury, hunger, thirst, carried weight, weather, age, and endurance
can reduce this baseline later.
## Relationship To The 4-Hour Day
With a 4-hour day, one in-game hour lasts 10 real minutes. If a player walks for
10 real minutes, the world clock advances about one in-game hour.
That is acceptable for the MVP. It creates survival pressure without making the
player physically move at unrealistic speed.
The tradeoff is that long travel consumes meaningful daylight. That is a design
feature for Agrarian, because planning, shelter, food, water, roads, mounts,
boats, vehicles, and eventually settlements should matter.
## What We Should Not Do
- Do not make walking 4x faster to compensate for a compressed day.
- Do not make early-game walking feel like jogging.
- Do not solve long-distance travel by hiding scale changes in character speed.
- Do not make one real day equal one game day for the MVP just to make walking
math feel cleaner.
## How To Keep The Game From Dragging
Use systems that make sense in the world:
- Start the MVP in a dense 1 km Ground Zero tile with meaningful nearby goals.
- Keep early tasks local so the player is not walking across empty space.
- Let paths, roads, tools, backpacks, carts, mounts, boats, and vehicles improve
travel over time.
- Use sleep/rest, shelter, storage, and camp placement so time pressure becomes
part of strategy.
- Tune hunger, thirst, weather exposure, and stamina around real seconds and the
4-hour day instead of inflating movement speed.
## Open Follow-Up
The next roadmap item should define baseline running speed. That pass should
replace the current temporary sprint tuning with a realistic run/sprint model
that separates:
- normal walking;
- brisk walking;
- sustainable jogging/running;
- short sprinting;
- stamina cost and recovery;
- injury/load/terrain modifiers.