Browse/Movement & Navigation/Prone / Crawl (Modern)
Movement & Navigation

Prone / Crawl (Modern)

Structured approach to prone / crawl (modern) that balances depth with accessibility, creating satisfying player experiences.

High complexity
3 examples
2 patterns

Overview

Prone / Crawl (Modern) represents a design pattern that creates a structured experience around this game element. The implementation varies significantly across genres, with each game adapting the core concept to fit its specific design goals and target audience. Modern implementations often combine this mechanic with procedural elements to increase variety and replayability.

Game Examples

Idle / Clicker Games

Idle / Clicker Games use this mechanic where players learn through failure to complete objectives efficiently. Player choice meaningfully affects outcomes, resulting in exploration incentives.

Life Simulators

Life Simulators use this mechanic where players weigh competing priorities to collect all available items. The mechanic respects player time and investment, resulting in risk-reward tension.

Horror Games

Horror Games use this mechanic where players invest in long-term growth to express their creativity. Visual and audio feedback make the interaction satisfying, resulting in narrative investment.

Pros & Cons

Advantages

  • Enables social player expression
  • Scales well from beginner to advanced play
  • Creates meaningful economic decisions for players

Disadvantages

  • Can lead to disengagement if overused
  • Difficult to balance across a wide range of skill levels
  • Creates potential for exploits by experienced players
  • Can lead to frustration if overused

Implementation Patterns

Movement Controller

Optimized pattern for prone / crawl (modern) that minimizes per-frame computation cost.

class ProneCrawlModernEngine {
  position = { x: 0, y: 0 };
  moveSpeed = 5.0;
  status = "idle";

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

  getSpeed() {
    switch (this.status) {
      case "sprinting": return this.moveSpeed * 1.8;
      case "crouching": return this.moveSpeed * 0.4;
      case "swimming": return this.moveSpeed * 0.6;
      default: return this.moveSpeed;
    }
  }
}

Physics Simulator

Core implementation pattern for handling prone / crawl (modern) logic with clean state management.

class ProneCrawlModernSystem {
  coords = { x: 0, y: 0 };
  velocity = 8.0;
  state = "standing";

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

  getSpeed() {
    switch (this.state) {
      case "sprinting": return this.velocity * 1.5;
      case "crouching": return this.velocity * 0.5;
      case "swimming": return this.velocity * 0.6;
      default: return this.velocity;
    }
  }
}