Browse/Movement & Navigation/Ledge Grab / Hang
Movement & Navigation

Ledge Grab / Hang

Framework for implementing ledge grab / hang in games, covering the core loop, edge cases, and integration points.

Low complexity
3 examples
2 patterns

Overview

Ledge Grab / Hang represents a design pattern that provides meaningful choices and consequences for player actions. Designers must carefully balance the system's depth against its learning curve, ensuring that new players can engage while experienced players find room for mastery. Understanding the design principles behind this mechanic helps developers create more engaging and balanced game experiences.

Game Examples

Sandbox Games

Sandbox Games use this mechanic where players plan their approach to reach the highest tier. Player choice meaningfully affects outcomes, resulting in a sense of mastery.

Survival Games

Survival Games use this mechanic where players track multiple variables to create unique character builds. The learning curve is steep but rewarding, resulting in emergent storytelling.

City Builders

City Builders use this mechanic where players optimize their build to overcome specific obstacles. The feedback loop reinforces player engagement, resulting in emergent storytelling.

Pros & Cons

Advantages

  • Rewards both resource management and creative problem-solving
  • Creates natural synergy between players
  • Creates natural competition between players
  • Scales well from beginner to advanced play
  • Provides clear immediate feedback on player actions

Disadvantages

  • Increases storage requirements significantly
  • Can create unfair when RNG is unfavorable
  • May reduce immersion if implemented poorly
  • May create a skill gap for new players
  • May create a knowledge wall for new players

Implementation Patterns

Navigation Mesh

Optimized pattern for ledge grab / hang that minimizes per-frame computation cost.

class LedgeGrabHangManager {
  location = { x: 0, y: 0 };
  moveSpeed = 5.0;
  mode = "normal";

  update(input: Input, dt: number) {
    const speed = this.getSpeed();
    this.location.x += input.x * speed * dt;
    this.location.y += input.y * speed * dt;
  }

  getSpeed() {
    switch (this.mode) {
      case "sprinting": return this.moveSpeed * 1.8;
      case "crouching": return this.moveSpeed * 0.5;
      case "swimming": return this.moveSpeed * 0.7;
      default: return this.moveSpeed;
    }
  }
}

Input Handler

A modular approach to ledge grab / hang that separates concerns and enables easy testing.

class LedgeGrabHangHandler {
  pos = { x: 0, y: 0 };
  moveSpeed = 3.0;
  state = "walking";

  update(input: Input, dt: number) {
    const speed = this.getSpeed();
    this.pos.x += input.x * speed * dt;
    this.pos.y += input.y * speed * dt;
  }

  getSpeed() {
    switch (this.state) {
      case "sprinting": return this.moveSpeed * 1.8;
      case "crouching": return this.moveSpeed * 0.6;
      case "swimming": return this.moveSpeed * 0.7;
      default: return this.moveSpeed;
    }
  }
}