Here's the deal. I've come up with a whole huge game idea, and I'm totally prepared to see the whole huge project through. I want to do it in clear and easy stages, for a wide variety of reasons, not the least of which is the slow gradual buildup of the development team. I'm a believer that games should be played while they're being developed. In fact, all I need to get a great and enjoyable game mod out into play is just one talented coder to make the magic happen.
It's my philosophy that there's only one way a truly large project can be approached effectively: One Step at a Time. Here's the first step: I want to build a server-side mod for Day of Defeat: Source that seamlessly adds some new capabilities. Obviously I'm not a coder and my designs will need some tweaking to work really well within the Source engine. Perhaps this first mod will have to have some sort of client-side element to it, but I'd like to keep that to a minimum.
Here's the first half of that mod, mostly concerning movement while sprinting. As you can see, the end result of this is that you move vaguely like the little ninja of the freeware game, N. Too much fun!
Thanks.
Uriah Maynard
uriah@mellowafternoon.com
It's my philosophy that there's only one way a truly large project can be approached effectively: One Step at a Time. Here's the first step: I want to build a server-side mod for Day of Defeat: Source that seamlessly adds some new capabilities. Obviously I'm not a coder and my designs will need some tweaking to work really well within the Source engine. Perhaps this first mod will have to have some sort of client-side element to it, but I'd like to keep that to a minimum.
Here's the first half of that mod, mostly concerning movement while sprinting. As you can see, the end result of this is that you move vaguely like the little ninja of the freeware game, N. Too much fun!
- Normal movement speed reduced by 10%.
- Sprinting speed increased by 100%.
- Sprint meter only recharges by holding the sprint key while standing still, at a rate of two segments per second.
- Sprint meter has three times the duration (for a total of 12 seconds from full instead of 4).
- Sprint meter starts out each round at 4/12 segments full.
- Sprint meter slowly drains to 8/12 segments full if filled past 8/12 segments at a rate of one segment every 4 seconds (unless you are currently sprinting).
- Jumping no longer drains the sprint meter.
- While Sprinting
- Jump uses a linear acceleration curve in both directions (using the normal maximum downwards speed).
- You have two seconds of hang time (assuming a flat surface if moving).
- You can now jump 4 times the player height.
- You can now fall 8 times the player height without taking damage.
- You can fall 12 times the player height without dying.
- You can let go of the jump button at any point in the jump to stop upward movement (with a .2 second lag).
- You can wallslide by pushing against a wall while falling.
- You can walljump if you are wallsliding or are next to a wall while moving upwards.
- Air Control: from 0 forward motion while in the air to maximum sprinting speed takes one second with linear acceleration. Deceleration takes half the time.
- While wallsliding, you move downwards at a rate of two player heights per second.
- It takes one half second from the start of the wallslide to reach the standard wallslide speed.
- You can end a wallslide by moving away from the wall or by walljumping.
- The vector of your walljump is equal to a sprinting jump at 45 degrees upwards away from the wall added to your current movement vector.
Thanks.
Uriah Maynard
uriah@mellowafternoon.com