6/18/2023 0 Comments Make the jump video gameThe hover bump functionally fulfills the same role as vaulting / clambering / mantling in other shooters in that it'll typically give you just enough height to get onto a ledge or through a high window if you're already in the air, but it also doesn't require the player to be looking forward to execute it. The other two most common forms of jumping are a "slide" mechanic (crouch while running at top speed) that bounces you a little into the air, and a "hover bump" mechanic (a very weak curved jump that will happen if you use your hover ability for its full duration instead of canceling out of it). The other jump variants use the same scripting, but they aren't explicitly considered jumps from the player's perspective. There's not an explicit cue for the crouch distinction and it would probably only really be discussed in detail during competitive play, but on the HUD there's going to be an "indent" or button that shows whether the player is executing a jump off the ground or in the air. The player has reduced control while air jumping, meaning there generally needs to be more thought put into it. The player has a single air jump, and it's similar to the crouch jump but slightly stronger, with the idea being that air-jumping is predominantly used for vertical clearance or trying not to fall off the map (there's not a clamber / mantle equivalent in-game). If the player is crouched while they base jump, it's curved and sends the player higher, more along the lines of Halo jump heights, with the primary intent being an easy means of stealth or climbing. The current default settings have the player's base (grounded) jump being pretty weak (think Overwatch jump height) but the player retains full control, meaning it's good for bunny-hopping or horizontal movement. will transition from specified values back to their original values over a length of time specified by the user, though it immediately reverts those properties back to their defaults if the player lands before that time is up. There's also an optional bool to "curve" the jump, meaning that the air friction, control of the player in-air, gravity etc. There's a main "Jump" event connected to an Enum / Byte that determines what kind of jump it is (from ground, in air, crouched, jump while hovering.) and it plugs in all of the jump's variables (such as gravity and jump height) depending on which variant it is. For the sake of easy gameplay modifiers / custok games I also have a ton of easy-to-use variables in place. I'm working on an arena shooter with very hoaky movement options (think a set of mechanics similar to Halo 5, except replace sprinting with Metroid-style Speed Boosting while the speeds / jump height are closer to the latter), so giving myself multiple options for jumping was one of the first things I did. Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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