Advertisement
Movement Update
#31
Posted 24 January 2016 - 04:46 PM
I had wall running use up more Stamina than sprinting but then lowered it back to normal for the current settings. It can easily be tweaked if necessary, but things like that need to be judged in practice not in theory. :)
No worries @crux, I appreciate all feedback but the CoD/Titanfall thing is so silly I just had to respond to that. :) It's like Madden adding street soccer and then FIFA fans complaining when they add street soccer because it's "too much like Madden". Wall running belongs in Urban Terror, both gameplay and theme wise. Why it needs to be in a futuristic military shooter, beats me. ;)
Nounou did a great job explaining why this wall running implementation is different. I probably should have gone into more detail showcasing it, but when I was making the video I was more excited about the newer additions like vaulting. There'll be plenty of time still to familiarize yourself with it, and plenty of time for tweaks if necessary.
No worries @crux, I appreciate all feedback but the CoD/Titanfall thing is so silly I just had to respond to that. :) It's like Madden adding street soccer and then FIFA fans complaining when they add street soccer because it's "too much like Madden". Wall running belongs in Urban Terror, both gameplay and theme wise. Why it needs to be in a futuristic military shooter, beats me. ;)
Nounou did a great job explaining why this wall running implementation is different. I probably should have gone into more detail showcasing it, but when I was making the video I was more excited about the newer additions like vaulting. There'll be plenty of time still to familiarize yourself with it, and plenty of time for tweaks if necessary.
#33
Posted 24 January 2016 - 07:57 PM
Solitary's concern was my main:
STAMINA USE.
As far as I feel right now we can add a thousand "easier" ways to do complicated tasks, but their stamina costs should be much greater to balance. You can only take the easy road so far.
It was the bunnyhopping and wallrunning endlessly as well as the overall bottomless stamina that was bothering me.
From the video it looked quite a bit like the wallrunning was the scripted style we are trying to avoid. I was not seeing the Quake physics and I'd have to really play with it to form an opinion.
Nounou definitely took most of that concern away.
Zenity really seems to value and grasp the same passion I have for Urban Terror, and I get excited every time there's a post now.
When you said
"I appreciate the irony that Urban Terror on Unreal Engine could well become more Quake-like than it ever was on the actual Quake engine."
This is exactly what I want to hear.
STAMINA USE.
As far as I feel right now we can add a thousand "easier" ways to do complicated tasks, but their stamina costs should be much greater to balance. You can only take the easy road so far.
It was the bunnyhopping and wallrunning endlessly as well as the overall bottomless stamina that was bothering me.
From the video it looked quite a bit like the wallrunning was the scripted style we are trying to avoid. I was not seeing the Quake physics and I'd have to really play with it to form an opinion.
Nounou definitely took most of that concern away.
Zenity really seems to value and grasp the same passion I have for Urban Terror, and I get excited every time there's a post now.
When you said
"I appreciate the irony that Urban Terror on Unreal Engine could well become more Quake-like than it ever was on the actual Quake engine."
This is exactly what I want to hear.
#35
Posted 24 January 2016 - 08:44 PM
Ultimately, wall running doesn't really add a new type of movement. Whenever you run and slide against a wall, you could consider that a "wall run". The wall running implementation only does two things (whenever you slide against a wall while holding sprint in mid-air):
1) It tilts your view based on your angle towards the wall, so it looks cool (the most important part ;))
2) It scales down gravity proportionally to your lateral velocity alongside the wall you are running (within reasonable limits). In other words, the faster you slide along the wall, the more "grip" you get and the lower your gravity. As you slow down, the gravity quickly returns back to normal.
This simple addition allows for all kinds of interesting maneuvers, but there is really nothing scripted about it. All of Quake's physical rules are still in effect and it's up to you to find clever ways of taking advantage of that.
This also means that wall running is not limited in any way. In theory you are free to change direction in mid-run for example, however as you slow down to change direction your gravity will return to normal and make you fall down. Curved or angled walls work flawlessly and could lead to some really cool level design.
As for stamina, if it looked bottomless then this was probably because of the high recovery rate I set for the video. Also you have to consider that this is all with no-kevlar levels of stamina. It's too early to worry about the details of the encumbrance system though, first we just need to nail the mechanics. Tweaking values is the easy part, getting the "feel" right is what really matters.
1) It tilts your view based on your angle towards the wall, so it looks cool (the most important part ;))
2) It scales down gravity proportionally to your lateral velocity alongside the wall you are running (within reasonable limits). In other words, the faster you slide along the wall, the more "grip" you get and the lower your gravity. As you slow down, the gravity quickly returns back to normal.
This simple addition allows for all kinds of interesting maneuvers, but there is really nothing scripted about it. All of Quake's physical rules are still in effect and it's up to you to find clever ways of taking advantage of that.
This also means that wall running is not limited in any way. In theory you are free to change direction in mid-run for example, however as you slow down to change direction your gravity will return to normal and make you fall down. Curved or angled walls work flawlessly and could lead to some really cool level design.
As for stamina, if it looked bottomless then this was probably because of the high recovery rate I set for the video. Also you have to consider that this is all with no-kevlar levels of stamina. It's too early to worry about the details of the encumbrance system though, first we just need to nail the mechanics. Tweaking values is the easy part, getting the "feel" right is what really matters.
Advertisement
#38
Posted 25 January 2016 - 12:53 PM
First of all I'm pleasantly surprised. Music was horrible, though.
On topic:
Also: The Casa part. While I can believe that the proportions are mathematically correctly transferred from Quake UrT, it looks like they're broken. Same with the wall jumps on Turnpike in one of your previous videos. Maps seem too small... and I don't think that that's because of the FOV.
Anyways: Great work so far. This is the first time I'm actually looking forward to playing UrT HD. Keep up the good work, fam
On topic:
- I have no idea what vaulting is supposed to be. ELI5 please.
- Ramps. Can you surf them like in CS? I'm sure there's a implementation for CS surf mechanics for Unreal HD? I'd rather surf than have weird-ass icy jumping tbh.
- The QW/CPM-like air control is cool. But I feel like - if anything - this should a be different rule set. (Compare VQ3 vs. CPMA)
- Wall running. This one seems controversial. While I played the latest CoDs and Titanfall, my first reaction was "suddenly Mirror's Edge". And while I like Mirror's Edge, I'm really on the fence when it comes to an UrT version of WRing. I obviously haven't played HD yet... but I think that it would feel rather clunky in combination with especially wall jumping. Like entering a wall run on accident instead of just wall jumping. Those kinda things.
Also: The Casa part. While I can believe that the proportions are mathematically correctly transferred from Quake UrT, it looks like they're broken. Same with the wall jumps on Turnpike in one of your previous videos. Maps seem too small... and I don't think that that's because of the FOV.
Anyways: Great work so far. This is the first time I'm actually looking forward to playing UrT HD. Keep up the good work, fam
This post has been edited by docDude: 25 January 2016 - 01:05 PM
My ambition is handicapped by my laziness.
#39
Posted 25 January 2016 - 01:15 PM
good to see urt style movement, bunny hopping kind of looks weird though and i really am against adding wallruns, kind of dumbs down the parcour part.
mastering walljumps was part of the high skill ceiling, wallrunning seems to work too seamlessly as far as i can tell based on the video.
why not stick to walljumps?
mastering walljumps was part of the high skill ceiling, wallrunning seems to work too seamlessly as far as i can tell based on the video.
why not stick to walljumps?
if you don't like uptown, you are basically hating urban terror.
1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Advertisement