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Momentum based human controlls

Started by January 26, 2011 07:44 PM
1 comment, last by Iron Chef Carnage 14 years ago
I was doin a little jogging to taco bell (fresco menu ftw), and I noticed I run a lot faster than the guys in mw2. At higher speeds a (laden with whatever or running upright) human doesn't turn very fast, and kind of handles like a car in a lot of ways, in that I can accelerate up to a higher speed in a straight line, then I can't turn as sharp without slowing and it also takes a little while to stop, albeit with a bit better acceleration/braking : top speed ratio than most cars, and a lower top speed, along with energy drain and recharge at higher speeds/accelerations (including hard turns).....energy could be two bars, one that drains and recharges quickly, and a second one that drains slower and requires sleep & food to recharge, and reducing either one reduces perforamance. One other thing I noticed when crossing a street rapidly is the wall jump, I crossed at a high rate of speed, then to decelerate and turn I used a chain link fence, jumped at it and put my feet on it and ran along it as it flexed to change direction quickly....in game terms just keep the feet pointed in the direction of movement, and allow physics based and other course corrections based on the environment. Also watch 'parkour' videos, they do an ok job of wall hopping. Note that carrying weight slows you down, in terms of all numbers, and having your hands empty can boost speed in irregular terrain more than flat surfaces, but in both, and most non-smooth surfaces are climbable, even poor handhold surfaces at high speeds with a bit of wall hopping. I also noted the double knife climb, I got a neat pair of 12 inch knives from budk, nice and thick & durable, and can use them to climb with one in each hand and then stabbing the surface hand over hand to climb. I was noting in video games there's a lot of barriers I could get over personally with an energy cost.
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Jogging right before eating Taco Bell sounds like a bad idea...
is this your intepretation of Parcore?

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I'm not a fan of needing food and sleep in an action game. Having my guy get tired when I'm not tired breaks my immersion and annoys me. I also don't like it when my Wii tells me to quit playing video games and go outside. It's 12 degrees out, Wii. I'm staying in here and playing imaginary golf, and that's final.

For the Parkour gameplay, I should mention Assassin's Creed, Mirror's Edge and the new trailers for Brink. All three games focus on mobility of the human avatar, and all three have substantial budgets dedicated to modeling it. The first Assassin's Creed game had almost no actual gameplay, just some simple minigames and rudimentary combat, because the character animations, physics and map design were so difficult to author that it left little time for other elements. The writing was good, though, and the sequels have built considerably on the original, offering deeper combat and richer gameplay. Mirror's Edge has literally no other gameplay, and the entire game is built as a jungle gym for you to zip around on. Quite fun. Brink looks like it'll do a good job of integrating a good class-based shooter with the sort of, "Fuck your knee-high wall, I can totally get where I'm going" mobility of your avatar.

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