Player Framework Best Practices for Multiplayer Games

Player Framework Tutorial: From Input to AnimationThis tutorial walks through building a clean, modular player framework that handles input, state, movement, and animation. It’s targeted at game developers familiar with basic programming and game loops, but it’s engine-agnostic—ideas map easily to Unity, Unreal, Godot, or custom engines. By the end you’ll have a reusable structure that separates concerns, simplifies testing, and supports expansion (AI, networking, complex animation blending).


Overview and goals

  • Goal: Create a Player Framework that cleanly maps player input to character animation and movement while remaining modular and extensible.
  • Key concerns: input handling, player state management, movement physics, animation control, and separation of responsibilities.
  • Target outcomes: responsive controls, predictable state transitions, and smooth animation blending.

High-level architecture

Design the framework as several cooperating systems:

  • Input System — collects raw input (keyboard, gamepad, touch) and produces normalized commands.
  • Player Controller — interprets commands, resolves intent with game rules, and updates the player’s state.
  • Movement System — applies physics, collision, and kinematic movement.
  • Animation System — drives character animator parameters, handles blending, and plays events.
  • State Machine — manages overarching player states (Idle, Walk, Run, Jump, Attack, Stunned, etc.).
  • Event Bus — optional messaging system to decouple systems (e.g., emit “Jumped” to trigger sound/fx).

These components should communicate via well-defined interfaces and not rely on implementation details of each other.


Input System

Responsibilities:

  • Read raw device inputs.
  • Normalize values (e.g., map joystick axes to -1..1).
  • Implement input buffering and action mapping.
  • Provide an API like GetAxis(“Move”), GetButtonDown(“Jump”), GetAction(“Sprint”).

Example considerations:

  • Dead zones for analog sticks.
  • Multi-platform mapping (keyboard keys vs. gamepad buttons).
  • Input buffering for responsiveness (store jump press for X ms).
  • Action contexts (UI vs. gameplay) to ignore input when needed.

Code example (pseudocode):

public struct InputState {   public float MoveX;   public float MoveY;   public bool JumpPressed;   public bool SprintHeld;   public bool AttackPressed; } public interface IInputProvider {   InputState ReadInput(); } 

In an engine you’d implement IInputProvider for its input API. Keep this layer thin and testable.


Player State Machine

A robust state machine prevents conflicting behaviors. Use either a hierarchical state machine or a simple finite state machine (FSM) depending on complexity.

Core states:

  • Grounded: Idle, Walk, Run, Crouch
  • Airborne: Jump, Fall, DoubleJump
  • Action: Attack, Interaction
  • Disabled: Stunned, Knockback

Design rules:

  • Keep transitions explicit (e.g., Grounded -> Jump on JumpPressed).
  • Use entry/exit hooks for effects (start jump animation, play sound).
  • Support layered states (e.g., movement layer + action layer) so attacking doesn’t always block movement.

Minimal state interface:

public interface IPlayerState {   void Enter(StateContext ctx);   void Exit(StateContext ctx);   void Update(StateContext ctx, float dt);   StateTransition CheckTransition(StateContext ctx); } 

StateContext holds references to systems (movement, animator, input).


Movement System

Split movement into intent → desired velocity → physics application.

  1. Receive desired movement vector (from Player Controller).
  2. Compute target speed based on state (walk vs. run).
  3. Smooth acceleration/deceleration (apply lerp or physically-based forces).
  4. Use the physics engine for collisions; otherwise use raycasts for ground detection.

Important details:

  • Ground detection: use raycasts or collision normals to determine grounded state and slope handling.
  • Snap-to-ground for stable walking over steps.
  • Separate horizontal movement and vertical physics (gravity, jump impulses).
  • Air control: limited maneuverability while airborne.

Example movement update:

// pseudo Vector3 desiredVelocity = input.MoveDirection * speed; currentVelocity.x = MoveTowards(currentVelocity.x, desiredVelocity.x, accel * dt); currentVelocity.z = MoveTowards(currentVelocity.z, desiredVelocity.z, accel * dt); ApplyGravityAndJump(); characterController.Move(currentVelocity * dt); 

Jumping and Grounding

Jumping often causes tricky transitions.

  • Use jump buffering: if player pressed jump slightly before landing, queue jump.
  • Coyote time: allow jumping for a short period after stepping off a ledge.
  • Variable jump height: while jump button held, reduce gravity or apply extra upward force for a limited time.

Sample parameters:

  • CoyoteTime = 0.12s
  • JumpBufferTime = 0.15s
  • InitialJumpVelocity computed from desired jump height: v = sqrt(2 * g * h)

Animation System

Animation bridges gameplay and visual feedback. Keep animation logic data-driven and minimal in game logic.

Principles:

  • Drive animations using simple parameters: speed, isGrounded, verticalVelocity, isAttacking, isAiming.
  • Avoid triggering specific clips directly from gameplay; instead set flags/parameters and let an animator controller decide blending.
  • Use events (animation events) for gameplay timing: e.g., do damage at the frame when the attack connects.

Animator parameter examples:

  • float MoveSpeed (0..1 or actual speed)
  • bool IsGrounded
  • float VerticalVel
  • int LocomotionState (0=Idle,1=Walk,2=Run)
  • trigger Attack

Blend trees and layering:

  • Use blend trees for walk/run transitions keyed by MoveSpeed.
  • Layer upper-body actions (attack/aim) above locomotion layer to allow independent control.

Animation retargeting:

  • Keep parameter names consistent across characters to reuse controllers.

Putting it together: Player Controller flow

Each frame:

  1. Read input from Input System.
  2. Update State Machine with input and context.
  3. State logic sets movement intent and action flags.
  4. Movement System applies velocities and physics.
  5. Animation System receives parameters derived from movement and state.
  6. Event Bus dispatches relevant events (landed, started attack).

Flowchart (conceptual): Input -> Controller -> State Machine -> Movement + Physics -> Animator -> Events/FX


Example: Implementing a Run+Jump+Attack state

  1. Idle/Walk/Run: movement states driven by MoveSpeed.
  2. Jump: when JumpPressed and (IsGrounded or within CoyoteTime).
    • On Enter: set verticalVelocity = jumpVelocity, trigger Jump animation.
    • While airborne: reduce control, set IsGrounded false.
    • On Land: transition to Grounded state, trigger Land animation and effects.
  3. Attack: can be layered or a full state.
    • If layered: set AttackTrigger and play upper-body attack while movement continues.
    • If full state: on Enter disable movement acceleration and control until animation root motion completes.

Networking considerations (brief)

  • Authoritative server: send input or movement intent; server validates physics and authoritative position.
  • Client-side prediction: simulate locally for responsiveness, reconcile corrections from server.
  • Animation: usually local; reconcile with server state to avoid visual snapping (interpolate).

Keep separation: input, authoritative state, and visuals. Use timestamps and sequence IDs for reconciliation.


Testing and tuning

  • Unit test state transitions and input mappings.
  • Use debug visualizations: show ground rays, velocity vectors, state names.
  • Tune parameters with live editing: acceleration, friction, jumpHeight, coyoteTime, bufferTime, blend durations.
  • Playtest for feel: small changes (e.g., 10% more acceleration) can drastically affect responsiveness.

Example parameter table

Parameter Typical value Notes
Walk speed 2–3 m/s Human-scale defaults
Run speed 4–6 m/s Varies with game pace
Acceleration 8–30 m/s² Higher = snappier control
Gravity 9.81 m/s² Tuned per game; often increased
Coyote time 0.08–0.14 s Improves jump forgiveness
Jump buffer 0.12–0.2 s Improves responsiveness

Common pitfalls

  • Tight coupling: avoid making animation directly call gameplay logic.
  • Mixing input sampling with physics timestep: sample input each frame, but apply physics in fixed-step where appropriate.
  • Overcomplicated state machine: prefer composition (layers) over huge monolithic states.
  • Ignoring edge cases: slipping off ledges, landing during attack, interrupted jumps.

Extensions and next steps

  • Add inverse kinematics (foot placement) to improve grounding visuals.
  • Implement networked prediction and reconciliation.
  • Build an editor tool to visually design state machines and blend trees.
  • Add AI-driven players by replacing InputProvider with an AIInputProvider.

Conclusion

A well-structured Player Framework divides responsibilities into input, state management, movement, and animation, connected through simple interfaces and events. Start small—basic movement and animation parameters—then iterate: add buffering, coyote time, UI contexts, and networking as needed. The patterns here scale from a single-player platformer to complex multiplayer action games.

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