The News Grandmaster 4000

I wish, that game ruled

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Considering how i’m prettybdamn sure the movement in Titanfall II is a descendant of the movement in Jedi Knight II/Jedi Academy, I feel like they’lol probably pull this off.

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now that’s an interesting thing to say! Can you help me connect it up?

I’d kill for that.

Jedi Knight II doesn’t 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 2’s 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 it’s bringing the idea home to a more movement exploit/rocket jump kinda deal. It’s really clever.

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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 it’s even smaller and tougher.

Obviously Mirror’s Edge even brought it up in conversation for the concept of “next-gen shooter” (and I can’t tell you how happy I was that ‘movement’ was briefly the vogue thing), and it’s 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 ‘soft snap’ 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.

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contemporary with Jedi Knight 2, the specialists also had infinite walljumping, which was somewhat of a prototype of wallrunnning proper.

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apex legends is okay but it is less fun than titanfall 1 and 2 and that is sadmaking

this post originally said “Apex Legends is a confident, polished, and original battle royale game” but then I immediately edited out “original” 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 it’s been a blessing in disguise that I haven’t had an online-multiplayer capable internet connection for half a decade

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You aren’t 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. I’m getting jealous that they’ve got such movement-considerate engineers…

To the player it’s 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 (“slopes are complicated”)

“Slopes are complicated” 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

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a modern day sisyphus

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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

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Ski Free perfected the slope in 1991. No need for other games to use them anymore.

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We are not saints but we have kept our momentum

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Is that why Mirror’s Edge was set in an urban environment? Hmm

There are only a couple slopes in Mirror’s Edge and I think they are almost all scripted sequences.

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They undoubtedly have metrics for level design – probably they won’t 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 – 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.

Didn’t Mirror’s Edge have a bunch of little spring ramps, like you’d find in a gymnastics club? At any rate, those were <30 degrees and obviously not wall runnable so they weren’t a huge deal for them.

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