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Viewing post in Jump Chat jam comments
a lot of very useful feedback. thanks. Gonna end up rewriting the movement system (to fix that accidental-airborne-at-top-of-slopes bug). And i’ll pump up the base jump height and air strafe speed a little too. The default settings are intuitive for players with experience with goldsrc/source engine players but that’s not my entire target audience so I better smooth out the edges if I can.
Sorry about the maze. It won’t be quite like that in the final version of this map and I plan to include multiple maps
I also noted down the vsync and native fullscreen options.
not sure when I can promise any of that stuff, since it’s pretty low down on my priority list for now
Im making this game to build a toolset for future projects which will pull in a variety of directions, mostly gameplay-oriented
This particular project: I envision the game as more of a chatroom in the style of club penguin or runescape, just in the first person perspective. I thought this type of game would appeal the most to demoday players and my own friends.
i wrote it myself a long time ago. It doesn’t use a rigidbody. the physics are raycast based (capsule casts really) and fires a bunch of those every tick to do the movement. the physics needs a rewrite incidentally it has a lot of degenerate cases where you just fall through the map
The movement code is pretty similar to https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c the physics are pretty similar to what I would guess this asset does https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131