Leap Dash

AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
edited January 2012 in Modding
<div class="IPBDescription">My proposal for a "skill-based" movement system.</div>A while ago I posted my take on a "skill-based" skulk movement system in the megalithic Bunny Hopping thread, but it sort of got lost in the flood (no wonder) and didn't get much attention. I guess it also was a bit tl;dr, so I decided to present it here in more concise form along with a quick and dirty implementation so you can try it out for yourselves :)
<ul><li> Leap now propels you in the direction you're facing while retaining your current speed, allowing for sharp turns (even 180 degrees). You also gain a bit of speed from the leap/dash so each time you do it you will go a little faster (with diminishing returns).</li><li> Leap is now a first hive ability again.</li><li> It's now possible to press and hold the jump button before landing (you still need to click once for each jump), making it easier to avoid losing speed due to friction.</li><li> Added the ability to bounce off walls by pressing and holding the jump button while flying towards them (remember to hold crouch to avoid sticking).</li><li> Tweaked air control a bit to encourage the use of leap/dash for changing direction.</li></ul>I didn't spend much time tweaking the values so max speed etc. are probably a bit over the top. I also didn't touch friction so you'll lose all speed as soon as you touch the ground (unless you keep mashing jump). You'll proably also notice some walls and gratings behaving weirdly while jumping around. This isn't my fault but simply lacking collission/physics code (try it out in vanilla).

And for you modders, check out my technique for overriding functions. I don't know if it's the best method (or even a good method) but it seems to be working. If nothing else, makes it a lot easier to see what I changed, and it should be able to survive a new build or two before requiring a patch.

To install, simply unzip into your "Steam/steamapps/common/natural selection 2" folder and launch the included batch file (or create a shortcut to NS2.exe and add -game leapdash to the command line). I hope you like it! And remember, any feedback is good feedback :)

PS. I'm not able to record any videos showing it off, so I leave that task up for taking ;)

Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I just had a quick look at it, but the first thing that stroked me is the weakness of the leap, it looks more like a mini-leap, you should increase Skulk.kLeapForce to 12 or something.

    The wall bouncing is nice but it can get a bit crazy if you spam jump. Also if you hold the right mouse button you can do a lot of leaps sometimes, instead of having the (very long) delay between two leaps, I'm not sure this is wanted.

    But overall is seems to be a step in the right direction.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    Should remain a 2 hive ability, elsewise marines have no chance at early combat.
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1882213:date=Oct 27 2011, 12:31 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Oct 27 2011, 12:31 AM) <a href="index.php?act=findpost&pid=1882213"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just had a quick look at it, but the first thing that stroked me is the weakness of the leap, it looks more like a mini-leap, you should increase Skulk.kLeapForce to 12 or something.

    The wall bouncing is nice but it can get a bit crazy if you spam jump. Also if you hold the right mouse button you can do a lot of leaps sometimes, instead of having the (very long) delay between two leaps, I'm not sure this is wanted.

    But overall is seems to be a step in the right direction.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Having a strong leap would sort of defeat the purpose since you would reach max speed after only a few leaps, thereby removing the skill element. You've got a point though, I could probably make the initial leap stronger and have the falloff be exponential.

    Initially I wanted leap to require one keypress per leap, just like jump, but I couldn't figure out a quick way to do it. I'll look into it some more if I decide to release another version.

    <!--quoteo(post=1882220:date=Oct 27 2011, 01:03 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Oct 27 2011, 01:03 AM) <a href="index.php?act=findpost&pid=1882220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should remain a 2 hive ability, elsewise marines have no chance at early combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The logic here was that bunny hop is avaliable to everyone so anything that hopes to replace that should be too. As I mentioned, I didn't spend any time trying to balance the values, I just wanted to show off the concept.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Have you done any further work on this? I would love to test this out in 189/190 if possible.
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    I haven't been working on it due to the lack of interest, but I'll make sure to have a new version for build 190 with a few improvements soon after it gets released.
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    Updated original post with a new verson for the latest build. The speed boost for each leap now falls off exponentially, meaning the initial leap is a bit stronger, yet it takes more leaps to reach max speed.
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