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Re: Parcour Movement in a shooter [Re: the_clown] #359623
02/18/11 19:23
02/18/11 19:23
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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3run  Offline
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As I used to play (do) parkour (not freerun, even if I can do some flips), I can advice about weapons:
* there are a lot of stunts which can be performed with one hand, and they will not reduce moving speed of tracer.
* u can make a lot of stunts with pistol (or another one handed weapon) in one's bosom.
* u can perform some stunts with big weapon (rifle) carried on ur back, but it will reduce ur speed and will always bother u.
I can advice u to make classes for tracers, so depending on game mode:
* some of them will preform not much stunts but will have good weapons and armor.
* another class of tracers will have one handed weapons and low armor, but can make most of stunts.
Or another way (may be even better) make player able to customize his weapons and armor right before level starts.
And show him, which stunts he will miss and will be able to perform. Same with armor.
Any way, for me shooting and moving at the same time and moving fast isn't possible.
About trailer, it looks better than gameplay grin Anyway I advice u to refuse from implementing flips.
There are a lot of vaults to move fast from point A to point B. And parkour hundred times more useful then freerun.


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Re: Parcour Movement in a shooter [Re: 3run] #359628
02/18/11 19:37
02/18/11 19:37
Joined: Nov 2008
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the_clown Offline OP
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the_clown  Offline OP
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It's really cool that u see it from the perspective of a tracer cuz it helps me alot. However, also remember it's still a game, so I guess some physical constraints can be considered meaningless. I however like the idea of showing the player before start which moves he will miss with his current loadout configuration. I prefer that over the class system, because I really dont like classes.
I also see your point regarding the flips, but they just look that cool... grin

Re: Parcour Movement in a shooter [Re: the_clown] #359639
02/18/11 20:02
02/18/11 20:02
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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3run  Offline
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Make player be able to perform flips, make him learn then... (some kind of bonuses) but they will be useless in combat...


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Re: Parcour Movement in a shooter [Re: rvL_eXile] #359663
02/18/11 21:50
02/18/11 21:50
Joined: Jan 2009
Posts: 78
always overseas
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SeaCancer Offline
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SeaCancer  Offline
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always overseas
Parkour + Shooter + Multiplyer = ???

Seems cool combination,,

Hope I can help, but I am out of any shooting game laugh

but if you need any help in algorithmic traces in your codesend me PM!

Good Luck

Re: Parcour Movement in a shooter [Re: SeaCancer] #359668
02/18/11 22:41
02/18/11 22:41
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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what about a shooter in a way advanced future where cities are built vertically now instead of horzontally because of overpopulation. because of all the narrow walkways, walls, structures etc, killing the objectives become much easier using some parkour moves to traverse the level... gives me some good ideas actually. once I finish my client work, and get a little farther into my personal project, i might experiment with that for a single player version of it.

Re: Parcour Movement in a shooter [Re: lostclimate] #359738
02/19/11 09:57
02/19/11 09:57
Joined: Nov 2008
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the_clown Offline OP
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Originally Posted By: SeaCancer
Parkour + Shooter + Multiplyer = ???

Seems cool combination,,

Hope I can help, but I am out of any shooting game laugh

but if you need any help in algorithmic traces in your codesend me PM!

Good Luck


Thank you, I'll remember you when I need help with that.


Originally Posted By: lostclimate
what about a shooter in a way advanced future where cities are built vertically now instead of horzontally because of overpopulation. because of all the narrow walkways, walls, structures etc, killing the objectives become much easier using some parkour moves to traverse the level... gives me some good ideas actually. once I finish my client work, and get a little farther into my personal project, i might experiment with that for a single player version of it.


Cool, we can exchange ideas then. grin

There remains one question for me though.
I'm still not sure if that whole stuff would work better in first person - what would make aiming and shooting much easier, but would require some tricks to get it working with the movement, or a third person perspective, what would not only look cooler, but also make more moves possible, yet would make aiming and shooting more difficult. Any opinions?

Re: Parcour Movement in a shooter [Re: the_clown] #359740
02/19/11 10:39
02/19/11 10:39
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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3run  Offline
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FPS is the best solution I think.


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Re: Parcour Movement in a shooter [Re: 3run] #359744
02/19/11 11:28
02/19/11 11:28
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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It's a game not reality, so unleash yourself and make it
the way you want laugh
Just don't forget the game must be fun and have a really good gameplay and not a frustrating gameplay (for example undesired automatic moves).

Re: Parcour Movement in a shooter [Re: the_clown] #359772
02/19/11 14:42
02/19/11 14:42
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
well you could use it more for traversing, instead of during combat,or to quickly get hieght advantage/cover.

Re: Parcour Movement in a shooter [Re: lostclimate] #359801
02/19/11 17:28
02/19/11 17:28
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Posts: 946
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the_clown Offline OP
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Originally Posted By: lostclimate
well you could use it more for traversing, instead of during combat,or to quickly get hieght advantage/cover.


Well, sure, still, I'd like the player to be able to combat while moving.

Oh, and @3run: u say first person would be best, well, why? Gimme some good reasons. grin

Last edited by the_clown; 02/19/11 17:31.
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