Some of you might have had a chance to play around with the new ladder prototypes in OBJ_Battersea. So I thought I’d post to let you know where we’re at and what’s planned next, while also getting some feedback from anyone who wants to give it.
As a recap the basics of DB locomotion design are as follows:
[QUOTE=MrEd;440678]DB has two stages for it’s locomotion design & implementation:
[ul]
[li]basic locomotion - ‘baby learns to walk’: standing, crouching & simple jumping.[/li][li]advanced locomotion - ‘man learns to fly’: anything else.[/li][/ul]
Our main motivations are:
[ul]
[li]Reflect player intentions with immediacy.[/li][li]Try not to take control away from players.[/li][li]Maintain a good conservation of momentum.[/li][li]Simple to pick up; hard to master.[/li][li]Balanced for both the 1st person player and any player trying to track their movement in 3rd person.[/li][/ul]
[/QUOTE]
Full thread here for those interested:
http://forums.warchest.com/showthread.php/35621-DB-Locomotion-Design-Motivations
In creating the ladder prototype for DB we’ve looked at W:ET, ET:QW, CS, Unreal Tournament, CoD, BF & Urban Terror among others.
The design we’ve gone for is mostly based on Mustang’s design from Rex’s thread here:
The full design is as follows (
Mount
[ul]
[li]Ladders have 2 defined automatic mount points: top & bottom.[/li][li]Players can jump onto ladders mid-way up.[/li][li]Bottom mount - Have to be moving forward and facing within a relatively tight angle to mount the ladder.[/li][li]Top mount - Have to be moving backwards and facing within a relatively tight angle to mount the ladder.[/li][/ul]
Dismount
[ul]
[li]Ladders have 2 defined automatic dismount points: top & bottom.[/li][li]Players can jump off ladders mid-way up.[/li][li]Dead players should ragdoll from the mounted position.[/li][/ul]
On Ladder
[ul]
[li]Players can climb up or down.[/li][li]Animation playback speed should be driven by pawn velocity.[/li][li]Multiple pawns may mount the ladder at the same time.[/li][li]Preserve normal loco players collision rules.[/li][li]TODO - Crouch should be used to slide down the ladder.[/li][li]TODO - Ladder velocity should be modifiable via global game balance data.[/li][li]TODO - Players can change climb speed via crouch & sprint keys.[/li][li]TODO - Weapon, item & objective actions cannot be performed when mounted on a ladder.[/li][li]TODO - Movement should stay relative to the aim direction.[/li][li]TODO - Player aim restrictions should be definable in data.[/li][li]TODO - Initial aim locked to 180, no dismount at min/max.[/li][/ul]
Restrictions
[ul]
li Make all widths the same.[/li]li Make all rung distances fixed.[/li]li Try and keep ladder height to uniform multipliers of base floor heights.[/li]li Must have hand rail at the top to prevent deployables blocking exit.[/li]li There should be no strafing on ladders.[/li][/ul]