Future of Parkour in RE

Re: Future of Parkour in RE

Postby Karoushi » 01 Sep 2012, 22:30

quintux_v {l Wrote}:
Karoushi {l Wrote}:@ quintun_v - There are maps that can teach you parkour, they are called Time Trial maps/mode.


True, but that kind of requires a bit of experimentation, plus you can't quite practice the parkour + shooting you would use in any other modes. I'm also one of those people that learns best from straightforward explanations instead of just trying to learn things on my own - for example, I've learned more in the past few weeks about computer programming (from my college class) than I have in the past 3 years of trying to learn on my own. There's the possibility that many others are like that.


Well if you've played FPS you should have the ability to shoot and move, I used the time trial maps to learn the parkour moves and learned more as I played the game and asked others.

The best way to learn on the PC is to try everything.

The best way to learn period.

Some are taught, some teach, others learn on their own.
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Re: Future of Parkour in RE

Postby qreeves » 02 Sep 2012, 04:24

Yeah, a tutorial is on the TODO list regardless. I just haven't gotten everything implemented that we would need for such a thing yet.
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Re: Future of Parkour in RE

Postby Evropi » 02 Sep 2012, 16:25

First: ohmygodohmygodohmygod this game is awesome.

Second: Grappling hooks make everything more awesome. I think grappling hooks would make this even better. One problem though would be the maps, oneiri is the only one that comes to mind which could efficiently work with a grappling hook. You'd need maps designed around that element. I actually got the idea when playing oneiri, because nothing seems to be very playable on that map, but it would haul ass with grappling hooks.

Just an idea. :)

Third: IMO kicking with Q ("special") should be disabled by default. It's a huge annoyance to anyone with a slow connection/slow computer like me. Leave it as an option, but you should totally disable it by default in the next release. Or maybe I'm just a noob. ;) Seriously though.

Fourth: I don't think ground pounding would work, as we jump over each other all the time. Implementing it right would be very difficult and I guess you'd still get those infuriating fringe cases.
You just wasted 3 seconds of your life reading this.
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Re: Future of Parkour in RE

Postby bonifarz » 05 Sep 2012, 16:16

qreeves {l Wrote}:Yeah, a tutorial is on the TODO list regardless. I just haven't gotten everything implemented that we would need for such a thing yet.


I think a decent tutorial for the movement system does not rely much on new features. I am currently trying to design a new map similar to "Parkour Training" by Temka, but with many more moves including vaults, wall-kicks, power-slides and so on (but no slide-launch). Let's hope it will turn out as clear and intuitive as intended. It still needs some more tuning (teleleleleleports...) before putting it on the forums for testing.
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Re: Future of Parkour in RE

Postby Calinou » 05 Sep 2012, 17:37

Evropi {l Wrote}:IMO kicking with Q ("special") should be disabled by default. It's a huge annoyance to anyone with a slow connection/slow computer like me. Leave it as an option, but you should totally disable it by default in the next release. Or maybe I'm just a noob. ;) Seriously though.


Nope, it is fine as is.
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