I wish, that game ruled
Considering how iâm prettybdamn sure the movement in Titanfall II is a descendant of the movement in Jedi Knight II/Jedi Academy, I feel like theyâlol probably pull this off.
now thatâs an interesting thing to say! Can you help me connect it up?
Iâd kill for that.
Jedi Knight II doesnât have a double jump, but it does have Force Jumping and wallrunning.
Wallrunning lets you move faster, and helps you get more height when performed properly. Wall running in Titanfall 2 is much more pronounced and forgiving, but works in pretty much the same way.
The double jump is feels like a logical progression from the force jump. Force jumping was just a really long, slow, leap that you could sustain for a while for the price of force meter.
You could combine the two gain a lot of height and speed in a very Titanfall 2 fashion, just limited by a meter.
Titanfall 2âs real trick is combing the basic ideas and basing your speed and and verticalality more on chaining movement actions rather than giving you a stingy power point limit.
JKII/Academy are Quake III games, and this just feels like itâs bringing the idea home to a more movement exploit/rocket jump kinda deal. Itâs really clever.
Wallrunning is such a strange and hard-to-execute concept that they would only have had a few examples to draw from, and in first-person itâs even smaller and tougher.
Obviously Mirrorâs Edge even brought it up in conversation for the concept of ânext-gen shooterâ (and I canât tell you how happy I was that âmovementâ was briefly the vogue thing), and itâs not too dissimilar to my hands: a momentum threshold to initiate, a band of speed but a boost up if you initiated at low speed, a fairly proscribed vertical arc, a definite âsoft snapâ onto the wall, a disengage based on time or falling below momentum threshold. Only, fast, light, smooth. And it has to leave the camera angle relatively stable for shooting.
I wonder how different it is from the Call of Duty implementation.
contemporary with Jedi Knight 2, the specialists also had infinite walljumping, which was somewhat of a prototype of wallrunnning proper.
apex legends is okay but it is less fun than titanfall 1 and 2 and that is sadmaking
this post originally said âApex Legends is a confident, polished, and original battle royale gameâ but then I immediately edited out âoriginalâ and now I just want to edit the game out.
yeah it does seem to be the most attractive of these things so far
not saying much
I think sometimes that itâs been a blessing in disguise that I havenât had an online-multiplayer capable internet connection for half a decade
You arenât missing much.
Gamasutra dredged up interviews with Titanfall about this subject today:
They talk about starting to implement it in Half-Life 2 with localized gravity towards walls, and some movement inheritance from HL2. Iâm getting jealous that theyâve got such movement-considerate engineersâŚ
To the player itâs a matter of jumping into wall and they simply start running along it. For the game, it meant having to define between slopes and walls (âslopes are complicatedâ)
âSlopes are complicatedâ is the cause of 80% of my problems. Getting melee hits to connect to the appropriate part of the body, conversations to line up, physics to stabilize⌠The nightmare zone
a modern day sisyphus
I remember when I was making a little prototype in godot, programming slope behavior was the hardest part
Slopes suck
3D sucks
Collisions suck
Two dimension top-down 4 lyfe
Ski Free perfected the slope in 1991. No need for other games to use them anymore.
We are not saints but we have kept our momentum
Is that why Mirrorâs Edge was set in an urban environment? Hmm
There are only a couple slopes in Mirrorâs Edge and I think they are almost all scripted sequences.
They undoubtedly have metrics for level design â probably they wonât accept anything more than 30-degree slopes. Making a world out of manmade objects makes this easier. Organic shapes leads to weird compromises like almost entirely flat bowls with sheer lips â the new God of War is pretty obvious about these, as their combat is heavily based on synchronized kills so they want it as flat as possible to make it easy to line up.
Didnât Mirrorâs Edge have a bunch of little spring ramps, like youâd find in a gymnastics club? At any rate, those were <30 degrees and obviously not wall runnable so they werenât a huge deal for them.