#Movment
10 messages · Page 1 of 1 (latest)
I believe this is called Air Control and what you may have noticed is that you retain the momentum in the direction you pressed while jumping; Air Control takes over mid jump.
While this does sound realistic, your movement while jumping, pressing space bar and using WASD (or whatever) is less precise than your movement in reality so you actually end up more constrained than you would be in real life. With that being said, you could have a compromise where your Air Control only allows certain directional Control and may be severely limited if you try to change direction too much. The idea of changing direction is to make up for the lack of precision of a jump in a game.
It's way easier to just use UE4 defaults though lol.
im fine with a touch of air control, but not much at all (just enough to make the player feel like they ahve some control). that said, the main thing id like to change about jumping is how much you can turn while in the air
I don't think it's that big of deal because you can still drop down on objects and if that object doesn't kick you off, then expect some parkour - that's more up to faithful map designers.
Yeah so people aren't flying around like tornados. Even in games where this is expected, I think directional animation is really important to predict movement.
Titanfall 2 does a decent job at this I think, but that game's acceleration/networking/etc. still made it pretty tough to really use it