Implementing Unique Movement Mechanics in Physics Engines

About

My MIT project incorporates an original movement mechanic into a game designed to entertain players.  Specifically, the project allows the player to quickly and strategically navigate the play-space.  I investigate what is involved in implementing a non-conventional movement mechanic in a commercial game engine, and what requirements in terms of skill, time, and effort are necessary to build a game focused around a core movement mechanic.

The project consists of a game implemented in the Valve Source engine.  The game allows the player to navigate the play-space by entering a state in which the player does not collide with collision objects, continues to move with the momentum the player had when entering the state, and experiences a time-dilation effect where the rest of the world moves at a fraction of the normal speed.  The player uses this movement mechanic to strategically move through the play-space and safely get close enough to perform melee takedowns on opponents equipped with ranged weapons and squad-based AI.

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