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(6 edits) (+1)

Ah. yeah that's just a flaw with the tutorial level and has nothing to do with the wall jump mechanic itself. In Unreal we still use old style Constructive Geometry to cut into larger blocks to make levels like it's the 90s and the two blocks are misaligned. The mechanic is not dependent on the geometry of the wall next to it though - you can ride the wall at any height regardless of if you're over the lip, and wall jumping/riding is a necessary mechanic along the flat surfaces of the buildings in the first level, the walls in the second, and the fences etc in the fourth for maintaining speed to avoid getting shot. 

Also, reloading interrupts the counter if you try to shoot mid reload because it's a revolver, most FPS games do this where you can interrupt the reload at any time to continue shooting, but you only have as many bullets as you inserted. I will be keeping this in mind though and giving the player a simpler semi automatic pistol as the starter weapon that is easier to get the hang of at first. This is definitely a design flaw on my part - the revolver is way too cumbersome. This originates from the game being originally planned as a slow paced tactical shooter but morphing into a movement shooter, and not everything about the design changed to keep up - the gunplay/aiming system is also noticeably inappropriate to the movement. 

Will definitely patch this after the rating period, we are totally redoing the tutorial. Thanks for pointing this out!