Something i dont like about jump maps is how linear they are. They lock you into a section until you can pull it off. A lot of people who teach rocket jumping usually recommend a stock map like hightower, mostly cause thats probably where youll use those jumps, but theres also a sense of freedom being able to tackle jumps how you see fit
Damn dude I wish you the best of luck. I played lots of 1.6 bhop maps and I must commend you on making this! People feeling the magic of goldsource/source movement without learning many counterintuitive mechanics is something truly amazing. :) I especially like the change of crouching into a slide mechanic, as in goldsource, when you want to enter a vent for example, or any other space that requires crouching, you can quickly tap crourch button and then hold it, which would move you slightly above the ground, allowing you to "slide in" the tight space while preserving the speed for a little bit, making it faster to enter, and your slide mechanic is literally just that but as an intuitive mechanic. I truly commend you and wish you best of luck! The world needs more source movement
I was actually just recently thinking about how there's no proper rocket jumping platformer; I was considering making a prototype of one for school. It's nice to see someone else going down the same road of thought.
Yo man great video :D Ive been working on my own Rocketing jumping game for VR and it was really fun to see someone elses perspective on the design challenges of rocket jumping!
Been trying to do game design forever but one of my struggles is just not understanding the basic math behind vectors. Funny that this video comes out and tries to explain it for me. Good luck on your project my dude
What you are cooking right now has pretty good potential to flower into an interesting game. I hope that the curse of dwindling motivation doesn't affect you too hard on this project and for the building of this game to be enjoyable for you.
This might be the best explanation of air strafing that I've seen, as someone who's written the code for it several times in my own game projects. Also, have you played Black Mesa? In Black Mesa when you're crouched and moving faster than your crouched speed, you have reduced friction so you can slide similar to the slide implemented here. However, you can also air strafe while sliding, leading to an interesting "skating" maneuver. That's the solution I'm personally going with in my game project, but this implementation of sliding likely also leads to interesting outcomes.
I like this idea, it is somewhat unique but not a new idea. About when you said that in the market isn't as many games like this i'd like to introduce a game made by fellow game devlog youtuber named ChadderBox and it's game Propulsion, it can be pricy and i do not pressure you to buy it, i just wanted you to know that game exists. And i have idea for the game mechanics, maybe have 2 different tools/weapons for movement: 1. Rocket Launcher: - Gets you higher but not as far 2. Grenade Launcher: - Gets you not as high but gets you farther than the rocket launcher That idea might be cool for later in the game so the gameplay isn't that repeative and bland ish. Looking forward for the developing of this game!
okay so i found your channel from this video, and that convinced me to subscribe even before looking into it but you're also telling me your channel is also dedicated to long winded gushing over game narratives? now i wanna subscribe twice
Super interesting to see this, since im working on a similar game but focusing on surfing and featuring rocket jumping only as a secondary option that is restricted to ressource consumption.
Best of luck to you. Whenever I tried getting into making my own game I stopped once I realized how complicated even making the simplest of games is. Theres a gajillion different skillsets required, and I'm neither determined, smart nor gifted enough for this. But that prototype shows big promise. Best of luck to you. Live the dream that people like me will never be able to.
ooh man, that prototype looks sick! i have questions about sliding. What happens if you attempt to slide at zero velocity? (standing still) what about while below the minimum sliding speed?
Damn this looks really cool, good luck on the project. One thing you might want to consider is investing some time into making prefabs and tools for level creation, not only will it help you make maps faster, but if you release it to the community it will massively increase the longevity of your game.
Interesting project! I would love to see this come to fruition. It seems like one of the hardest parts, design-wise, will be balancing that accessibility with a high skill cap. Love your ideas so far, the slide is sick
Im actually really curious about where this goes The recreation of the source engine movement tech is very well done and looks really fluid and i really enjoy the slide Super excited to see where this goes, it looks like alot of fun! I just hope this doenst become another ultra kill clone...
Why would it be an Ultrakill clone? What he's trying to make is nothing like Ultrakill. Besides, Ultrakill's rocket jumping sucks (although the game makes up for it with other movement mechanics)
Excellent work so far, looking good! I understand wanting to make things approachable but will be adding advanced movement techniques too? Also what engine are you using?
I'm currently using Godot. That could change in the future if I run up against limitations of the engine, but I'm hoping that won't be necessary. If I had the programming skill I would write my own engine, but that's definitely outside of my capabilities at the moment.
Here from day one.
And here until the last one
same
Same
Momentum Mod has a rocket jumping gamemode that works quite well
Something i dont like about jump maps is how linear they are. They lock you into a section until you can pull it off. A lot of people who teach rocket jumping usually recommend a stock map like hightower, mostly cause thats probably where youll use those jumps, but theres also a sense of freedom being able to tackle jumps how you see fit
god your voice sold me instantly, best of luck to you in your future endeavours
Damn dude I wish you the best of luck. I played lots of 1.6 bhop maps and I must commend you on making this! People feeling the magic of goldsource/source movement without learning many counterintuitive mechanics is something truly amazing. :) I especially like the change of crouching into a slide mechanic, as in goldsource, when you want to enter a vent for example, or any other space that requires crouching, you can quickly tap crourch button and then hold it, which would move you slightly above the ground, allowing you to "slide in" the tight space while preserving the speed for a little bit, making it faster to enter, and your slide mechanic is literally just that but as an intuitive mechanic. I truly commend you and wish you best of luck! The world needs more source movement
I was actually just recently thinking about how there's no proper rocket jumping platformer; I was considering making a prototype of one for school. It's nice to see someone else going down the same road of thought.
Yo man great video :D Ive been working on my own Rocketing jumping game for VR and it was really fun to see someone elses perspective on the design challenges of rocket jumping!
Been trying to do game design forever but one of my struggles is just not understanding the basic math behind vectors. Funny that this video comes out and tries to explain it for me. Good luck on your project my dude
What you are cooking right now has pretty good potential to flower into an interesting game.
I hope that the curse of dwindling motivation doesn't affect you too hard on this project and for the building of this game to be enjoyable for you.
i kinda like your voice in here, it reminds me of team fortress classic's announcer :D
You f-r. I started doing this in my game right around the same time!
you ever try voice acting? you got a voice like some advanced humanoid robot kinda, sort of star wars droid-like
single player soldier game. finally
This might be the best explanation of air strafing that I've seen, as someone who's written the code for it several times in my own game projects. Also, have you played Black Mesa? In Black Mesa when you're crouched and moving faster than your crouched speed, you have reduced friction so you can slide similar to the slide implemented here. However, you can also air strafe while sliding, leading to an interesting "skating" maneuver. That's the solution I'm personally going with in my game project, but this implementation of sliding likely also leads to interesting outcomes.
Cool video! Very entertaining.
I like this idea, it is somewhat unique but not a new idea. About when you said that in the market isn't as many games like this i'd like to introduce a game made by fellow game devlog youtuber named ChadderBox and it's game Propulsion, it can be pricy and i do not pressure you to buy it, i just wanted you to know that game exists. And i have idea for the game mechanics, maybe have 2 different tools/weapons for movement:
1. Rocket Launcher:
- Gets you higher but not as far
2. Grenade Launcher:
- Gets you not as high but gets you farther than the rocket launcher
That idea might be cool for later in the game so the gameplay isn't that repeative and bland ish. Looking forward for the developing of this game!
Best of luck with the project I hope you can keep motivation for it
okay so
i found your channel from this video, and that convinced me to subscribe even before looking into it
but you're also telling me your channel is also dedicated to long winded gushing over game narratives?
now i wanna subscribe twice
Commenting for the 'gorithm. Lack of first person platformers with in-depth mechanics has always stuck out to me, too.
Super interesting to see this, since im working on a similar game but focusing on surfing and featuring rocket jumping only as a secondary option that is restricted to ressource consumption.
3:18 Thats basically what valve said! There was never meant to be any lore or story in the game
RIP Rick May
Is it me who finds some of the solutions a bit "Cheesy"? The problem is I cannot brie myself any solutions.
Just build the game in the source engine, that why, all the little quirks are built in and you dont have to recode them
Now this is some interesting shit
sticky jumping gonna be a thing in the far future
What program/programming language do you make the game?
instantly subscribed when i saw the title lmao
Yo if you need friends to play tf2 with hmu
I will be watching your career with great interest
pretty cool
Have you tried Momentum mod?
you sound like depressed james lee
your voice is smothing :D
I will play this in a heartbeat
Best of luck to you. Whenever I tried getting into making my own game I stopped once I realized how complicated even making the simplest of games is. Theres a gajillion different skillsets required, and I'm neither determined, smart nor gifted enough for this. But that prototype shows big promise.
Best of luck to you. Live the dream that people like me will never be able to.
ooh man, that prototype looks sick!
i have questions about sliding. What happens if you attempt to slide at zero velocity? (standing still)
what about while below the minimum sliding speed?
Damn this looks really cool, good luck on the project. One thing you might want to consider is investing some time into making prefabs and tools for level creation, not only will it help you make maps faster, but if you release it to the community it will massively increase the longevity of your game.
keen to see where this goes :>
fuck yeah
I was here for dev log 1
cool
Interesting project! I would love to see this come to fruition. It seems like one of the hardest parts, design-wise, will be balancing that accessibility with a high skill cap. Love your ideas so far, the slide is sick
this looks like a pretty interesting project, excited to see where you take it. especially if it teaches new players how to jump in an intuitive way
here from day 6
oh hey its boshy
Im actually really curious about where this goes
The recreation of the source engine movement tech is very well done and looks really fluid and i really enjoy the slide
Super excited to see where this goes, it looks like alot of fun!
I just hope this doenst become another ultra kill clone...
Why would it be an Ultrakill clone? What he's trying to make is nothing like Ultrakill. Besides, Ultrakill's rocket jumping sucks (although the game makes up for it with other movement mechanics)
@@lonelyshpee7873Yeah I really have no idea what he's on about.
Potatoes
Excellent work so far, looking good! I understand wanting to make things approachable but will be adding advanced movement techniques too? Also what engine are you using?
I'm currently using Godot. That could change in the future if I run up against limitations of the engine, but I'm hoping that won't be necessary. If I had the programming skill I would write my own engine, but that's definitely outside of my capabilities at the moment.
I have a feeling this gonna be big
thats very interesting, mr cheese
mario
Tf2 john michael godier clone