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Movement Update
#61
Posted 02 February 2016 - 06:49 PM
I'm not sure I understand why you removed all forward acceleration from the vaulting. I really liked the Idea of having the vault throw you forward, just maybe not as much as it did in the first video you posted.
Keep up the good work Zen!
I for one am looking forward to wall runs.
Keep up the good work Zen!
I for one am looking forward to wall runs.
#62
Posted 02 February 2016 - 08:48 PM
The forward boost was already minimal, so if you thought that was too much then you should still like it now. :) The important thing is that you get to keep your speed and you can accelerate from another chained circle jump. I could give it a minimum speed as well though, so you get a bit of forward boost if you vault from a stand still or low speed. That sounds good to me.
#64
Posted 03 February 2016 - 02:08 AM
Zen, is there a limit on the height gained by vaulting? eg. if you gained some insane amount of speed from something like an icy platform and then vaulted would the height that is gained way higher than normal, or is there some sort of asymptotic limit that you hit?
Simply curious about the parkour possibilities. :P
Simply curious about the parkour possibilities. :P
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#66
Posted 03 February 2016 - 07:55 PM
#68
Posted 03 February 2016 - 08:36 PM
Well, here's an interesting thought... We use additive jump velocity now which enables the ramp jumps. Meaning if you jump while you still got positive vertical velocity, you will go higher than a normal jump. A vault can happen when you hit the edge while still going up... you do the math.
Edit: Actually I don't think vaulting uses additive jump velocity right now (wall jumps don't), but maybe they should. :)
Edit: Actually I don't think vaulting uses additive jump velocity right now (wall jumps don't), but maybe they should. :)
#70
Posted 14 February 2016 - 01:01 PM
There are more than enough slow games as well. Urban Terror was never meant to be that AFAICT, but moved a bit more into that direction during the original CS craze. If you feel that the game is too fast now, you would have hated the first versions of Urban Terror. Why should we change the game into something it wasn't originally intended to be?
More importantly, if you are looking for a slower tactical game, it really doesn't get much better than CS:GO. Valve got this area covered perfectly and I sure as hell am not interested in making a "poor man's CS". :)
What separates Urban Terror is its movement and straightforward shooting mechanics. The only high profile games which are somewhat comparable are the Call of Duty series, but unlike us, CoD is console focused, doesn't have Quake style physics based movement (which wouldn't even work on a controller), is really expensive, and changes too frequently to develop a consistent competitive scene.
This leaves a perfect little gap in the market for us to fill.
More importantly, if you are looking for a slower tactical game, it really doesn't get much better than CS:GO. Valve got this area covered perfectly and I sure as hell am not interested in making a "poor man's CS". :)
What separates Urban Terror is its movement and straightforward shooting mechanics. The only high profile games which are somewhat comparable are the Call of Duty series, but unlike us, CoD is console focused, doesn't have Quake style physics based movement (which wouldn't even work on a controller), is really expensive, and changes too frequently to develop a consistent competitive scene.
This leaves a perfect little gap in the market for us to fill.
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