Movement and Keys need to be re-worked

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n3krO
Posts: 3
Joined: 12 Jul 2012, 21:05

Movement and Keys need to be re-worked

Post by n3krO »

Helo guys, i'm here to talk about the 2 things that brothers me the most.

First, i think that having Space and Mouse2 to do every special move isn't that good. This is not a console and we don't need to have reduced controls. For run we should have Shift, jump Space and Aim (when in metal zones) Mouse2.
First reason? I don't want to be forced to jump to start running.
Seccond? I don't want to aim when i try to jump on a metal ground. I would prefer to be on the ground with no actions instead of aiming in.


Now the other problem of the game imo. You are trying to design a game were the player can reach some high speed by using both boost jumps and/or run ability even on air. But you lack in giving the player freedom to move however they like while in mid-air.

I would suggest you to check Counter-Strike (not source and/or cs:go) but the original title and play surf_ski2 with sv_airacceleration 1000 and sv_airmove 100. That's pretty much the kind of movement code that we need.
Right now if you take a boost jump there's almost nothing you can change in your jump unless it's horizontal jump and you run mid-way, with an improved movement code ppl could use horizontal jumps to make their own routes on the map, i just can't imagine how nice would be instagib meele and ppl jump in a boost and then never touch the ground again because when they are about to, they go into another boost and gain more speed.
That would really increanse the skillcap of the game ;)
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Omnixor
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Re: Movement and Keys need to be re-worked

Post by Omnixor »

n3krO wrote:First, i think that having Space and Mouse2 to do every special move isn't that good. This is not a console and we don't need to have reduced controls. For run we should have Shift, jump Space and Aim (when in metal zones) Mouse2.
First reason? I don't want to be forced to jump to start running.
get used to it, it's one of THE features of this game.
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n3krO
Posts: 3
Joined: 12 Jul 2012, 21:05

Re: Movement and Keys need to be re-worked

Post by n3krO »

Omnixor wrote:
n3krO wrote:First, i think that having Space and Mouse2 to do every special move isn't that good. This is not a console and we don't need to have reduced controls. For run we should have Shift, jump Space and Aim (when in metal zones) Mouse2.
First reason? I don't want to be forced to jump to start running.
get used to it, it's one of THE features of this game.
Because devs decided to make it that way it doesn't mean it should be that way. I have more then 40 keys in my keyboard+ mouse and i only use 6 keys to play.

At least give us option to chose to have all at those 2 keys or use the keys we want to each one. It's surely better for newbies but for long-time gamers it's limiting.
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Omnixor
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Re: Movement and Keys need to be re-worked

Post by Omnixor »

n3krO wrote:Because devs decided to make it that way it doesn't mean it should be that way.
it SHOULD be that way :x it's not about using one or two keys, and also SM is not just a quake/ut ripoff. it's just the way Nadeo decided to make their ORIGINAL fps game.
also for everyone, stop suggesting to look at other games. nadeo doesn't make "yet another" game.
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anvolcano
Posts: 40
Joined: 06 Jul 2012, 09:25

Re: Movement and Keys need to be re-worked

Post by anvolcano »

The reason sprint makes you jump is so that you can't use sprint to dodge without being a massive, easy-to-aim-at target. Sprint-dodging would be insanely annoying.

I would like to be able to jump WHILE sprinting though, especially so you can avoid those awful little overhangs on blocks you can jump onto (like that one tiny official Battle map). I keep sprinting into the block, then hitting jump and hitting the ledge :[
Avernikas
Posts: 5
Joined: 08 Jul 2012, 20:07

Re: Movement and Keys need to be re-worked

Post by Avernikas »

It is not about reducing the number of keys used. Having jump and sprint binded to one key adds another thing the player needs to think about. And as anvolcano said, the ability to sprint "on demand" would make it overly frustrating. If it was changed to what you are asking for, the movement system couldn't be as it is now. It would remove another skill related element to the game. If people are having trouble with it, it isn't because its "stupid" it is because they don't know how to use it effectively.

And do you really want players to have "freedom of movement" in the air? Think of how hard it would be to nail a volly of rockets if the player you are shooting can just change directions while he is jumping. It would mean that getting hits would have to do with a lot of random chance, and not predicting where the player is going to end up, sending a rocket there.
n3krO
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Joined: 12 Jul 2012, 21:05

Re: Movement and Keys need to be re-worked

Post by n3krO »

Avernikas wrote:It is not about reducing the number of keys used. Having jump and sprint binded to one key adds another thing the player needs to think about. And as anvolcano said, the ability to sprint "on demand" would make it overly frustrating. If it was changed to what you are asking for, the movement system couldn't be as it is now. It would remove another skill related element to the game. If people are having trouble with it, it isn't because its "stupid" it is because they don't know how to use it effectively.

And do you really want players to have "freedom of movement" in the air? Think of how hard it would be to nail a volly of rockets if the player you are shooting can just change directions while he is jumping. It would mean that getting hits would have to do with a lot of random chance, and not predicting where the player is going to end up, sending a rocket there.
i sure mentioend the instagib part? i only play instagib since i don't like the randomness of the rockets. Railgun requires aim and reflects, if we have a movement code like i described Railgun would require more of those 2 then before and it would be much more fun. While railgun requires aim and reflects, i find it pretty easy to aim and kill with it, with fast-peaced air-movement and control over it would make it harder to hit and funnier to dodge.

But yeah, the movement code change would only fit into instagib and not into rocket (normal) gameplay.
dsi1
Posts: 45
Joined: 26 Sep 2011, 01:46

Re: Movement and Keys need to be re-worked

Post by dsi1 »

Avernikas wrote: And do you really want players to have "freedom of movement" in the air? Think of how hard it would be to nail a volly of rockets if the player you are shooting can just change directions while he is jumping. It would mean that getting hits would have to do with a lot of random chance, and not predicting where the player is going to end up, sending a rocket there.
We already have some freedom of movement in the air, just like Trackmania's airbrakes.

Also, if you want insta-sprint with instagib modes, make maps with tons of speed pads on them, problem solved.
Avernikas
Posts: 5
Joined: 08 Jul 2012, 20:07

Re: Movement and Keys need to be re-worked

Post by Avernikas »

dsi1 wrote:
We already have some freedom of movement in the air, just like Trackmania's airbrakes.

Also, if you want insta-sprint with instagib modes, make maps with tons of speed pads on them, problem solved.
I know that we are capable of some movement wile in the air. But it just means being able to slow down and strafe a bit. n3kro was talking about "giving the player freedom to move however they like while in mid-air".
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: Movement and Keys need to be re-worked

Post by kalstrams »

Movements are good, they give their own feeling to the game. Nothing to change there, just little bit to tune.

As for topic author. 2 things :
1) 'I don't want' is not a reason for major overhaul of any of game's systems.
2) Play it, not whine about it in first seconds.

In my opinion, the only movement thing to be changed, is to fix bug with jump. When character just sprints without jumping.
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