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FoxMaster: How Jumping Works in Tomb Raider

IbizaPocholo

NeoGAFs Kent Brockman


In this video, I explain how Lara Croft's jumps work in the Tomb Raider games, and why they feel so precise and consistent.

The key idea is that the entire game world is built on a grid of blocks. Lara's movement is not calculated freely in real time, but is instead indexed to the size of these blocks. Her jump distances, heights, and landings are designed to match exact block units.

I break this down step by step, using in-game examples and clear explanatory diagrams to show how the block system defines what Lara can and cannot do. By understanding this underlying structure, many of the game's seemingly "perfect" jumps suddenly make complete sense.

This video is aimed at anyone interested in game design, level design, or classic Tomb Raider mechanics, and at players who have always wondered why Lara's movement feels so unique.
 
Been playing the remasters on tank controls and original graphics unless an area is too fucking dark then I briefly switch to the new graphics.

Was weird at first getting used to the mild lag time when you press the button and the jump processing.



When the character control comes together it does feel satisfying.
 
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I love when people find old shit and present it like its some mind blowing discovery. Yes, we all knew this 30 fucking years ago.

Side note, TREdit and their level design tools were a decade ahead of its time.
 
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I thought this was common knowledge after spending some time with game. It isn't apparent at first but as you progress you learn that movement is grid based and platforming becomes intuitive.
 
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