trsh-mvmt
A downloadable test
A barebones sandbox for a player controller I'm making. The controls are supposed to have a nice physics-y feel to them, with a focus on gaining and maintaining momentum. Your feedback greatly helps me improve it, so be sure to leave all that in the comments after checking it out.
Have fun!
new in version 5.3 - togglable lurch, some wallrunning and slide tweaks [[source code]]
Status | Released |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | aaa-trsh |
Genre | Platformer |
Made with | Krita, Unity, Blender |
Average session | About a half-hour |
Inputs | Keyboard, Mouse |
Install instructions
Download it, unpack it, and run `trsh-mvmt.exe`. Thats all!
(message me if you have any issues)
Development log
- new demo!May 25, 2022
Comments
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5.2c
some games queue jumps when the player is close but not quite at the floor, so that it doesn't seem like it's eating inputs, and it would really help making it feel more responsive
5.2c
(probs going to be saying the same as others)
1. feels a bit floaty, like there isn't a strong enough gravity
2. sliding is scuffed. You can be going 1 or 2 ups and the slide and boom, straight to 33. This happens as well on the ramps which say you are 0 ups, this leads me to my next point.
3. On the ramps you are always sliding down it, slowly but still moving constantly.
4. Wall running seems a bit off. 1, you can't stay on the wall for long and you start sliding down the wall pretty fast. 2, There needs to be a delay on double jumping because you can pretty much climb a wall no matter how tall it is with no cooldown (or a very little one at that).
with all that said still very nice :)
5.2c
1. feels a bit too floaty
2. feels too fast, especially when sliding
3. when you wallrun on a cylinder, it locks weirdly
5.2c
1. Something feels off about airstrafing, I don't feel like I have enough control over the interaction
2. You shouldn't be able to wallrun off the same wall for a period of time after you walljump off of it
> Maybe check for the angle of the wall and ensure it's outside of a certain threshold?
3. absolutely love the volumetrics and godrays
4. the camera going into 3rd person in the pause screen is really nice but it could be abused in multiplayer to corner peek, so be wary of that
5. Maybe in future demos use an open arena like in GTTOD instead of a part of the gauntlet because the gauntlet is linear and an arena might be better for overall flow of movement and testing out the movement for a longer period of time
6. fallspeed seems a tad high after fully ramped up
Overall really good and I enjoyed the movement. A dash ability like in doom eternal or gttod could be a good tactical to consider as well, letting the player initiate movement from a standstill much quicker as well as allowing for more freedom in movement as well as juking enemy fire.
5.2c
1) in titanfall 2, when you wall jump you are only able to wall jump off the same wall again when you are below the intial point you latch onto the wall
2) in this you always get the slide boost when sliding whereas in titanfall you have a brief cooldown (2 seconds iirc)
3) no wallbounce (crouching into a walljump)
4) no corner boosting (jumping between the corner of two walls rapidly gaining speed)
5) you fall too fast
6) no way to force end boost (holding away from the wall which acts like running off the edge of a wall)
7) no end boost at all by the looks of it
8) this isn't definite as its not obvious or not but i can't seem to feel lurch
9) slide boosts happen when velocity is above 0 and not when also holding w
10) air velocity is too high
11) walllkicks don't seem to exist
these are all the ones i can see as missing so far. What is in this is very good!
due to its still in very early development you guys did a really great job
heres things i would comment about tho
1. the acceleration is a bit too fast for the current slide
2. i got bounced back from a wall with high vertical speed and a very low horizontal speed but i was able to slide back up the slope in the beginning of the gauntlet which should not happen due to the slide speed should be dependent on the horizontal speed only (if that makes any sense)
3.you get stuck when you are in a corner In Titanfall if you want to get up a building quickly you can go in a corner and just spam jump it'll auto rotate ur camera to grab on the next wall back n forth
that allows u go go vertically up
Ok few things i noticed in ver 5.2c:
1 In Titanfall there is this mechanic that automaticly rotates you to the view you are walking at. Like when there is the curved wall, it also rotates you.
2 In Titanfall (not sure) there is a little delay after jump to use double jump, that prevents player from Jump off the wall and jump on it again, also making players unable to reach the really high buildings, that shouldn't be reached
3 While i am crouching I can't walk.
4 Sometimes while i am not pressing w, i am still able to slide. my velocity is like 10 or something like that in that moment. + maybe make the slides based on the ground rotation, and on the velocity of player
Anyway, it is still rn really impressive, and i am excited to see more!