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#470172 - 12/31/17 10:29 Re: oldschool fps project [Re: rayp]
3run Online
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Registered: 05/05/09
Posts: 4960
Loc: Caucasus
First attempt of adding 'rocket jumping' failed.. never used it in old games myself, so I can't really tell/test it. Is it really important to have it in game, what do you guys think?

Edit: this is what I have so far.. If you guys could test it and give me your thoughts, I would really appreciate it.
REMOVED.


Edit2: found this video, well it shows pretty much what rocket jumping should be like grin
Quake live: rocket jump training
And what I've done above has nothing to do with this mechanics...


Edit3: updated the demo in this post, with the rocket jumping I had so far... I won't use it anyway (I can't even test it properly, as I've never used rocket jumping in gaming), sliding and jumping pads will be removed as well. You don't need that for a good old school game (blood proves that).


Edited by 3run (01/02/18 13:31)
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#470173 - 12/31/17 23:29 Re: oldschool fps project [Re: 3run]
3run Online
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Registered: 05/05/09
Posts: 4960
Loc: Caucasus
Happy new year, friends! (it's 1:29 here in Moscow)
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#470177 - 01/01/18 15:51 Re: oldschool fps project [Re: 3run]
Reconnoiter Offline
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Registered: 12/26/11
Posts: 1797
Loc: Netherlands
Happy new year! laugh
I think rocket jumping can be fun in games where its either really fast paced (arena/multiplayer) gameplay with lots of explosive weapons (ut rocket arena is most obvious example I quess) or if there are many elevations in the map (like hill that is otherwise more difficult to reach) and that those elevations offer some advantage (like a nice vantage point to snipe enemies etc). Though in my opinion the disadvantage of rocket jumps is that it removes a tactic element when using explosives (since you cannot do much self damage) and ofcourse you will have to set higher boundaries in maps (otherwise a player could jump out of the level grin ).

Iirc what I think is an interesting example of using rocket jump accidently as a feature is in Jedi Knight 1, where you already have gameplay that uses the z-axis alot (/force jump) and rocket jump offers an alternative when your force is low and e.g. quickly need to escape.

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#470198 - 01/02/18 13:52 Re: oldschool fps project [Re: Reconnoiter]
3run Online
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Registered: 05/05/09
Posts: 4960
Loc: Caucasus
Reconnoiter@ thank you for feedback, man laugh

I'll remove Z jumping from rockets. Games like blood f.e. didn't have/use rocket jumping, but yet they used to push player from explosions. And I'm not aiming for challenging multiplayer gameplay, so players could rocket jump and fly across the whole level shooting everything grin So it's not needed I guess.

Greets!
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#470230 - 01/03/18 23:38 Re: oldschool fps project [Re: 3run]
Reconnoiter Offline
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Registered: 12/26/11
Posts: 1797
Loc: Netherlands
Glad to help, also Blood <3
Getting knocked back by explosives sounds like fun, you can use it to kite or such (but suffer some hp) or be kept at a distance by enemies that use explosives (extra challenge). laugh


Edited by Reconnoiter (01/03/18 23:39)

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#470235 - 01/04/18 11:18 Re: oldschool fps project [Re: Reconnoiter]
3run Online
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Registered: 05/05/09
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Loc: Caucasus
yeah, I'm looking for kicking player's ass off the edges, cliffs etc into the lava and stuff laugh
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