PricingMovement system
Anything from sprinting and dashing to wall running, sliding and climbing. Tell me how it should feel and what it should look like, and I script it so it answers the player instantly.
Movement runs on the client so there is no input delay, with the server checking that nobody is moving faster or further than the system allows. Momentum carries between states, so a slide into a jump into a wall run reads as one motion instead of three.
It works with the camera and with combat. If the game has lock-on, sprint attacks or air combos, say so up front and the movement states are scripted to hand off to them cleanly.
Scripting only. You bring the animations, VFX, sounds, models and UI art; I write every line of the code that makes them work.

Simulator build, end-to-end client/server systems with Zap messaging across movement, AFK, shop, rebirth, packs. Brain-rot keywords: simulator, AFK grind, rebirths, boosts, spins, leaderboards.

UI, combat, movement, skills, cutscenes, full stack, impacts.

Server bootstrap, combat, hitbox, blocking, movement, skills, rocks, ragdoll, shared/server utils, integrations, polish.

Server bootstrap, combat, hitbox, blocking, movement + advanced wall mechanics, skills, ragdoll, shared utils, camera.

Combat, blocking/parry, posture, grip/carry, execution, movement + advanced, camera, skills, ragdoll, rocks, shared utils.

Combat, hitbox, blocking/parry/posture, execution, movement, shared systems, server utilities, visual polish.
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