DEVLOG 001 · CORE MOVEMENT
The First Push:
Building Normal Movement
Working in-game
Why it matters in WRL
Everything starts with moving the chair. Wheelchair Rugby League should not feel like a standing character with wheels underneath them: acceleration, momentum, steering and grip all need to shape how a player approaches space, pressure and contact.
How it works in-game
Normal movement builds speed rather than snapping instantly to a fixed value. Steering works alongside momentum, while custom grip behaviour keeps the chair responsive without allowing it to slide sideways unrealistically through every turn.
Player / stat interaction
Speed and Acceleration are part of the player data rather than one universal movement setup. That gives the foundation for quick players, powerful starters and slower players to feel different before any special traits are added.
Development / UE5 notes
The movement system is Blueprint-led. Early tuning included acceleration curves, momentum, braking behaviour, tyre grip, controller input and push-animation response. Custom lateral-friction work was added specifically to remove the unwanted sideways sliding that appeared in early builds.
What came next
Once normal chair movement felt dependable, the next step was giving the player another gear: sprinting. The goal was to add a meaningful burst of pace without replacing the underlying movement model.