How flip mechanics could work:
- Do an impulse boost while crouching in air (already possible) to initiate a forward flip as follows.
- During flip mode, the /aircoast is raised, effectively lowering/disabling air control (friction) in favor of a wider jump range.
- The impulse regen rate is the same as while crouching on the ground, but weapons cannot be fired.
- The player model is shown in a pose like in the screenshot below, and a rotation is applied.
- The first person view is rotated in accordance with the player model (locked?), while the third person view remains straight.
- Flip mode is canceled upon collision or when releasing the crouch key.
- Canceling flip mode may take a few frames until the facing angle snaps back into the regular range.
The most problematic part is the disorientating effect in first person view. Some games use flip animations in third person view but still allow straight aiming and the use of weapons while performing such a move. That is not what I mean. Instead, I think of an advanced parkour element that is difficult to master and potentially adds even more agility and mobility. What do you think?