CHAMS - Movement Based Competitive FPS
The visuals are really stunning, and that wallrun is cool af. Good luck on this.
can you strafe while doubleducking? And what about techniques such as ground strafing which are similiar to bunny hopping?
Also if ur duck adds some units to the jump's height does this mean that you can do standup bunny hopping?
Keep it up, seems interesting.
Originally posted by p0kercan you strafe while doubleducking? And what about techniques such as ground strafing which are similiar to bunny hopping?
Also if ur duck adds some units to the jump's height does this mean that you can do standup bunny hopping?
Keep it up, seems interesting.
The ducking / crouchhop aspect isn't fully implemented properly yet. It's quite basic. I'm not too sure about ground strafing, I want all movement techniques to be easy to understand and natural for players, while their use can be complex / advanced.
The duck doesn't add any height to the jump, it effectively "brings your legs up". The reason you 'fall' when crouching is simply due to gravity, it acts like your legs disappear. This means you can "fall" onto objects similar to a crouchhop. I haven't yet implemented a "jump" via uncrouching, but I plan to. Not 100% sure how it will work out in terms of the techniques you've mentioned.
Well they dont need to use doubleduck that much (ground strafing) i mean it doesnt have any life-death situation importance.. but for those who want to learn it it would be really good. I saw that you r going to do speedrun based maps and this is where is going to be helpful.. And i dont understand why are you saying that this would be hard to understand? Its the same as bhopping but the height and time is smaller. Truth be told - ground strafing seems to be much more realistic for me than bunnyhopping. (i mean visually.. its like the player is running as fast as possible XD)
Thats the explanation that i was searching for. xD I couldnt explain that the duck just brings your legs up. xD But it will be interesting if you do it.. the game more dynamically via bhopping like this.
I've been hoping to include the double duck / ground strafing, I'm just not sure how it will work with the rest of the game. I'd need a way to prevent people from avoiding making sounds (hugely important to the games concept) by russian walking everywhere.
Sorry for the bump / double post, but here is a recent update which might explain the movement system a bit better:
https://www.youtube.com/watch?v=f5dqjoDvGmo
As shown, there is the possibility of jump maps being made which allow both loud and silent runs.
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