I noticed that when on the ceiling or on walls sometimes the skulk can't leap off the surface. He technically does the leap and you move some, but you stay stuck to the surface. Would be better to turn off all "stickiness" during the leap I think.
I guess the best way to solve this is indeed turning off wallcling when using it, but it should be turned on quite soon after, so you can leap from one wall to another. Maybe make it turn on wallcling when it detect that you sucesfully left the wall, or when you touch a surface angled differently (so you can leap upwards on a wall to the roof, or leap out from a wall over a gap, then cling to the wall on the other side of the gap)?
Your idea is perfect. Turn off the wallcling from the time the leap is initiated until the very last 10 milliseconds or so. That way wall leaping is still viable.
In fact, here's a brand new idea: allow full leaping even when not upgraded, <i>but only while wallclimbing</i>. So skulks could move swiftly, but they'd have to bounce off the walls, which is inconvenient but entirely doable. Dare I say it might even be... skillful?
<!--quoteo(post=1837613:date=Mar 17 2011, 12:25 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Mar 17 2011, 12:25 PM) <a href="index.php?act=findpost&pid=1837613"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In fact, here's a brand new idea: allow full leaping even when not upgraded, <i>but only while wallclimbing</i>. So skulks could move swiftly, but they'd have to bounce off the walls, which is inconvenient but entirely doable. Dare I say it might even be... skillful?<!--QuoteEnd--></div><!--QuoteEEnd-->
That'd be kinda neato, but hard to explain to new players.
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Maybe make it turn on wallcling when it detect that you sucesfully left the wall, or when you touch a surface angled differently (so you can leap upwards on a wall to the roof, or leap out from a wall over a gap, then cling to the wall on the other side of the gap)?
That'd be kinda neato, but hard to explain to new players.