Movement demonstration video

over 14 years ago in Game and Warp Speed by matt

Recently I announced that we’re going to make the first alpha release of Warp Speed by the end of this week. Well, in a perfect world we would have but wesz had to sacrifice most of this week for some stuff that was unrelated to Warp Speed. Still, he managed to rewrite the parts of the base engine that he planned on improving and currently he’s readopting a couple more pieces that rely on these particular parts. It’s a big deal for us as we don’t want to delay the release anymore but we want to make running the first alpha as pleasant an experience for you as possible at the same time, please be patient! Anyway, we don’t come totally empty-handed today!

I made a short video that covers a few basic movement capabilities. Note that this concept of movement is not the final one, we don’t really know how far from or close to final it is since the only way to make further adjustments is after playing (against a bot at the very least) and we’ll be struggling to get there for some time yet I suppose. Without having to worry about anything but running though the current configuration is quite comfortable and in such sense may be considered like 80% done. These 80% include:

  • 90/180 degree rotations
  • gaining speed on turns (which is actually off in the video) + a certain speed limit after which you can’t further accelerate through rotations.
  • gaining speed on slopes (which is a bit too easy now and will be limited in the future) – should allow you to accelerate as long as you want (and can) but for now it is limited, too.

Remaining 20% are things mentioned in the brackets and dashes (Thanks to some acceleration applied you can perform farther jumps (only if it’s not a consecutive jump) This feature basically allows for the maps to be a little bit more open what improves the general comfort of movement.)

Yes, the blueish dude you can see there is Victor. He does not hold an invisible gun as he did until recently. It made him look stupid like dudes in scooby-doo when running so we decided to remove the gun temporarily and make the upper torso animation instead. He will have his weapon back later on.

Oh, and btw. Bear in mind that rotating looks a bit dizzy on the video but it is really not the case when running around at optimal 60fps.

Thanks for your interest and again stay tuned for more incoming updates!

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