How to make player deceleration and/or slope physics

Hi, I want to learn how to make deceleration for my game. Slope physics would be really really cool, but I wouldn’t need it as much.

For deceleration, I mean having the player slow down when not touching a key and/or moving, such as a player slowing down gradually after letting go of the W key as opposed to immediately stopping. What I mean is close to sonic the hedgehog physics than anything else. Any type of lead would be appreciated. :face_with_head_bandage:

Do you have a movement system already in place that we can build upon?

If your using something like VectorForce or LinearVelocity for your movement, use lerp to smoothly slide the velocity. you could also do this for the walk speed but slowing down wouldnt really do much.

i belive the lerp equation is this:
a + (b - a) * t
a = initial value
b = wished value
c = time; from 0-1 reprrsenting time

Yeah, but it just accelerates the walkspeed exponentially from 0.5 (the original walkspeed) to 200 max. I could show it to you if you like

Thank you, I’m gonna try this out after school. Happy Halloween

Yeah, but it just accelerates the walkspeed exponentially from 0.5 (the original walkspeed) to 200 max. No vectorforces or LinearVelocity. does tha mean I have to chsnge my movement system?

UPDATE: Here are the essential parts of my script


if not (hum.MoveDirection.Magnitude == 0) then
	hum.WalkSpeed = speed
	speed *= 1.05
	if not walkAnim.IsPlaying and hum.WalkSpeed <= 50 and not jumping and not dashing then
		if runAnim.IsPlaying or idleAnim.IsPlaying or run2Anim.IsPlaying then
			runAnim:Stop()
			idleAnim:Stop()
			run2Anim:Stop()
			skidAnim:Stop()
			boostAnim:Stop()
		end
		trail.Enabled = false
		walkAnim:Play()
	elseif not runAnim.IsPlaying and hum.WalkSpeed <= 110 and hum.WalkSpeed >= 50 and not jumping and not dashing then
		if walkAnim.IsPlaying or idleAnim.IsPlaying or run2Anim.IsPlaying or boostAnim.IsPlaying then
			walkAnim:Stop()
			idleAnim:Stop()
			run2Anim:Stop()
			skidAnim:Stop()
			boostAnim:Stop()
		end
		trail.Enabled = false
		runAnim:Play()
	elseif not run2Anim.IsPlaying and hum.WalkSpeed < 200 and hum.WalkSpeed >= 110 and not jumping and not dashing then
		if walkAnim.IsPlaying or idleAnim.IsPlaying or runAnim.IsPlaying or boostAnim.IsPlaying then
			walkAnim:Stop()
			idleAnim:Stop()
			runAnim:Stop()
			skidAnim:Stop()
			boostAnim:Stop()
		end
		trail.Enabled = false
		run2Anim:Play()
	elseif not boostAnim.IsPlaying and hum.WalkSpeed == 200 and not jumping and not dashing then
		if walkAnim.IsPlaying or idleAnim.IsPlaying or runAnim.IsPlaying or run2Anim.IsPlaying then
					walkAnim:Stop()
					idleAnim:Stop()
					runAnim:Stop()
					run2Anim:Stop()
					skidAnim:Stop()
				end
				trail.Enabled = true
				boostAnim:Play()
				boostAnim:AdjustSpeed(2)
			end

			if speed >= 200 then
				speed = 200
			end
		else
			if walkAnim.IsPlaying then
				walkAnim:Stop()
			end
			if runAnim.IsPlaying then
				runAnim:Stop()
			end
			if run2Anim.IsPlaying then
				run2Anim:Stop()
			end
			if skidAnim.IsPlaying then
				skidAnim:Stop()
			end
			if boostAnim.IsPlaying then
				boostAnim:Stop()
			end
			if not idleAnim.IsPlaying and not jumping and not dashing and not groundPounding then
				idleAnim:Play()
			end
			hum.WalkSpeed = 0.5
			speed = 16
		end