Author Topic: Movement  (Read 1318 times)

Fartheio

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Movement
« on: December 17, 2005, 03:13:52 pm »
Sorry if a similar thread has already been posted, but I couldn\'t find one.

I think the movement system is very slow, and requires a lot of patience to get around.

1. Moving the character around is like driving a car. Also, I was quite confused when walking backwards and turning, the directions should be inverted.

2. How fast you run should depend on your Stamina level: If your stamina level is over 75%, you sprint at full speed when running, but stamina runs out very quickly. If you are under 75% and over 50%, you have a moderate speed. Between 20% and 50%, the character takes a slow jog, and under 20% makes your character unable to run.

3. Turning is very slow, I think turn rates should be accelerated.

Sorry if I sound so negative in this post, but the rest of the game is absolutely fantastic!! I can\'t wait till the game is done. Keep up the good work!

Fartheio of the Luna Crescents

Nikodemus

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« Reply #1 on: December 17, 2005, 08:39:27 pm »
1) Recen\'t bug, i expect it to be fixed when runnig animation will be fixed.

2) Good idea, although better solution is to make the barriers smooth, not that a second decide if you sprint or run.
All for later implementation, after more importand features.

3)For some it is too slow, for other too fast. Too slow when you want to turn around 180. Too fast when you want to turn in some very certain direction and you can\'t coz it is too sensitive.

Solution: Mouselook !! We have it, but it needs some work, hopefully some great person will make the dream come true ;)



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zanzibar

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« Reply #2 on: December 17, 2005, 10:07:48 pm »
I use 1st person and mouse look to avoid those problems.


I do agree that the running system leaves a bit to be desired.  There should be a running skill which determines how fast you can travel on foot... and for how long.
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aliptah

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1st person + mouse look
« Reply #3 on: January 06, 2006, 07:02:26 pm »
Yep, the solution to move smoothly in difficult maps (i.e  the death realm) is to be in 1st person and using the mouse look, but the mouse look should be like the FPS games. The pointer at the center and enabled to click on object. The current action, on click, is instead to exist from the mouse look mode. It would be very comfortable.

stfrn

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« Reply #4 on: January 06, 2006, 08:50:12 pm »
It may be a while before we can call movement truely smooth, but look at most games that do not have million dollar budgets, and we are worlds better :)

I was starting on making a mouselook that could be kept on all the time, but it\'s not quite done yet. And I have already done some changes to stamina that need to be balanced before sideeffects can be added....
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aliptah

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« Reply #5 on: January 06, 2006, 09:02:58 pm »
Yea, it\'s true, and I truly love PS.

Right now, another \"bug\" of the movement is the CTRL+click mode, it happens a lot that the char remains stuck in front of a wall and what he has to do is simply turn around 180 degrees and going forward.

Janie Kidu

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« Reply #6 on: January 10, 2006, 12:43:31 am »
Quote
Originally posted by Fartheio
2. How fast you run should depend on your Stamina level: If your stamina level is over 75%, you sprint at full speed when running, but stamina runs out very quickly. If you are under 75% and over 50%, you have a moderate speed. Between 20% and 50%, the character takes a slow jog, and under 20% makes your character unable to run.


the general idea is good, but why not just make maximum speed a smooth function of stamina (and slope, and encumbrance, etc.)? That way a chased character gets run down slowly, instead of in disjoint steps.

the same concept could be applied to jumping (how high, pause required between jumps, etc.)

finally: it would be nice if different PCs, NPCs and Beasties all had variable maximum speeds, jump heights, etc. the average unladen air-speed velocity of a european swallow varies from individual to individual (that is: there are within individual averages, and between individual averages).

janie kidu

Darkblade

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« Reply #7 on: January 10, 2006, 01:01:22 am »
Stamina drop rates and such should also depend on the speed you\'re going at, not everyone wants to run all the time, when their stamina is at 100%
I recall it\'s been stated elsewhere, but someone suggested different speeds, walking, jogging, running and sprinting instead of just running or walking.

 For example, one day I may want to jog all the way to Akkaio instead of running, and the next I could walk back, but suddenly need to sprint away from an approaching pack of Ulbernaults while I walk down the road.

What I would suggest is a combination between what has been suggested here and the other suggestion. That way, we\'d have fairly good control over the speeds we go at. ^^

Jumping, eh... It could benefit from good stamina, but I\'m thinking that jumping would be mostly based on other skills, ie. a jumping skill. Running is displacing yourself horizontally, or at least on a \'flat\' plane, while jumping is displacing yourself vertically, so to speak.
After all, a good runner is not necessairly a good jumper.
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Hirato

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« Reply #8 on: January 10, 2006, 06:51:40 am »
well you guys do have some excellent ideas. But may I suggest instead of adding a runnign and a jumping skill, just one called athletics be made. which could slightly decrease stamina consumption, increase movement speed and possibly increasing the jumping height by very tiny amounts.

and if it is implemented, perhaps every time 40 stamina is used it could add a practice point to the skill.

also if the skill I mentioned aerlier is implemented, certain races should get a higehr benefit from soem of its benefits, for example klyros might not gain as much speed but they migth jump a lot higher (wings). and enkis migth increase quite highly in both, and krans might get little jump height but a big boost in overall speed ocne he/she fully accelerated and since krans are not exactly alive they will have a good decrease in stamina consumption.

« Last Edit: January 10, 2006, 07:00:50 am by Hirato »