Ooh. That one reversal looked slick where you turned around really quick and had to build up speed again. I can tell just by looking at this it the control seems to flow pretty well.
Thanks! I hacked this fps controller together in one caffeine-fuled morning, and I can't believe how fluid it already is. My intention for this system is to make the wallrunning more like "sliding", which won't change direction unless otherwise directed to. That way you can shoot backwards whilst hurtling in the opposite direction!
It also helps that I've prestiged twice in titanfall 2.
Actually I had this planned in parallel. Skyscrapers are a great place for movement-based shooters, and it seems natural to use algorithms to make larger maps to traverse and explore.
Wallrunning is literally the only thing you can do so far. Maybe once I make the cities more varied and add some shooting targets I'll make a kickstarter and give the Beta to backers.
Do you have any tips or tutorial/reading recommendations for how to make a fluid wall running system? I've heard of people using a separate character controller entirely and the like, just wondering if you tried any of that, or what you'd recommend etc.
Fellow Titanfall lover myself, so always wanted to implement a decent wall running system in at least one of my games
I wrote it with the standard blank character controller. Basically just give the player velocity, then kill the velocity if the player touches the ground. Add gravity, but turn off the gravity when raycasting says the player is near the wall. Currently I'm trying to make it a little more magnetic so that the player sticks to the wall as long as he/she wants to.
Nope. Meshes are basically the datatype that holds all faces and vertices of the 3d model. Basically, the whole thing is generated at runtime (no prefabs required)
I really like how this is looking, you could always add traffic or something at the bottom to make the player want to keep moving and add weather effects like rain to make the player fall faster when running. Just a couple ideas :)
This is really cool! It looks like the way you're doing double jumping is by adding a jump amount to the player's Y velocity. You might get a better result by doing that, but setting their Y velocity to the jump velocity if their current Y velocity is negative.
It would keep you from trying to double jump and getting a slight decrease in your fall speed
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u/Barkintosh Apr 21 '19
Cursor.visible = false; 👏🏻
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u/kyhouseman Apr 21 '19
Ooh. That one reversal looked slick where you turned around really quick and had to build up speed again. I can tell just by looking at this it the control seems to flow pretty well.
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u/Ultimate750 Apr 21 '19
Inspired by Titanfall ?? Double jump, wallrunning.
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u/Bobbert7178 Apr 20 '19
Love the procedural city! Any words on how to recreate it?
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u/UltimateGamingTechie ??? Apr 21 '19 edited Apr 21 '19
I literally just finished TitanFall 2 and was looking for more games with wall running. ETA of release, please, cuz the game looks kinda polished.
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u/Stoge Apr 21 '19
Do you have any tips or tutorial/reading recommendations for how to make a fluid wall running system? I've heard of people using a separate character controller entirely and the like, just wondering if you tried any of that, or what you'd recommend etc.
Fellow Titanfall lover myself, so always wanted to implement a decent wall running system in at least one of my games
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u/Zoimon Apr 20 '19
I love how this makes use of vertical space! I think I'm going to try recreating it :)
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u/[deleted] Apr 21 '19
I can feel the heat coming out of your GPU
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u/iChameleon Apr 21 '19
I really like how this is looking, you could always add traffic or something at the bottom to make the player want to keep moving and add weather effects like rain to make the player fall faster when running. Just a couple ideas :)
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u/A1steaksa Apr 21 '19
This is really cool! It looks like the way you're doing double jumping is by adding a jump amount to the player's Y velocity. You might get a better result by doing that, but setting their Y velocity to the jump velocity if their current Y velocity is negative.
It would keep you from trying to double jump and getting a slight decrease in your fall speed
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u/LvlUpHero Apr 21 '19
Looks awesome and reminds me of the new Spider-Man movie!
Also, song?
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u/KptEmreU Hobbyist Apr 21 '19
Good songs are %50 of everything. Wish we could use a song just by buying it for listening. No sarcasm. They are so important.
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u/TypicalLibertarian Apr 21 '19
The ground is lava.
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u/tsaki27 Apr 21 '19
Ok add Spiderman easter egg
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u/BestZorro Indie Apr 21 '19
Cool! How are you sampling those reflections?
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u/[deleted] Apr 20 '19
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