Parkour and flip mechanics

Parkour and flip mechanics

Postby bonifarz » 24 Aug 2013, 12:23

Somersaults and flips are impressive elements in acrobatics or freestyle running. Such moves are fairly frequent if you look at some parkour clips or, just to give an example from those many martial arts films, the chase scene in Ong-Bak. Although I have raised this point earlier, I would like to open a new topic to discuss whether some sort of flip mechanics could fit with the impulse system of RE. Let us ignore the aspects of implementing this for now and ask the question: Could this sort of thing enhance game-play, or would it just be a plain annoyance?

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.
CrouchAirDash.jpeg
The pose of the air-dash while crouching looks feasible for a somersault.
CrouchAirDash.jpeg (8.9 KiB) Viewed 3488 times


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?
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Re: Parkour and flip mechanics

Postby restcoser » 24 Aug 2013, 16:16

I don't see why such a movement would be benefical. The RE movement right now is very oriented around getting from A to B, so more freerunning than parcour. In that sense, ledgegrabbing or anything else would make more sense than flips in the air. Depending on how well its executed, i would maybe make the running more advanced and could be a nice finisher move.
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Re: Parkour and flip mechanics

Postby qreeves » 25 Aug 2013, 00:56

We have corner vaulting instead of ledge grabbing, it makes more sense because the RE player doesn't use their hands (thus leaving them free to shoot guns!) so there is more emphasis on the feet. Press Q when you can see over a ledge, it will vault you upward.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: Parkour and flip mechanics

Postby restcoser » 25 Aug 2013, 09:29

Thanks quin, I know. Just wanted to make clear that this flipping would be more oriented towards parcour, while the rest of RE movement is not.
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