I've done some work planning the order of events for the training mission. I'd like to get your guys' feedback, and once it's approved I can start building the layout in the editor. The idea is to train simple mechanics first, then progress to more difficult movements while also returning back to the basics to reinforce them. This is what I have so far, starting at the beginning of the mission and progressing through each mechanic:
General parkour mechanics
1. Jump (stationary)
2. Crouch (stationary)
3. Run straight
4. Sprint/dodge
5. Jump a small gap while running
6. Low slide under pipes while running
7. Wallrun
8. Wallrun/jump/wallrun (double wallrun)
9. Wallrun again, but end with a wallslide to a lower area
10. Run up a wall to a "cat hang" on a ledge, then climb up
11. Run up a wall to a "cat hang" on a ledge, then shimmy across several ledges, then turn 180 degrees and jump to a new area
12. Walljump back and forth several times to reach a new higher area (probably the most difficult skill)
Combat training
13. Draw blade
14. Horizontal slash, vertical slash
15. Block, melee
16. Sheath blade
17. Select element slot
18. Conjure element
19. Abort conjuring element
20. Combat with NPC, if possible
21. Combat while running, if necessary
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6 comments:
We currently don't have the vertical wallrun implemented yet, and walljumping will have some restriction so you can't do too many of them. Either stamina cost, or simply a limit of the number of walljumps you can perform between the times you've stood on ground.
The combat isn't implemented yet (with the exception of the first spells WIP), so for the first training level, these won't be needed.
The intentions for this training level, is to give our followers on moddb/indiedb a test version of the game, so we may recieve feedback on their thoughts about the movement.
There's also one move that isn't in your list, and that would be the coiled jump, where you jump, and press crouch in midair to pull up your legs, allowing you to jump over stuff your legs would otherwise get caught in.
This training level may be pretty abstract, aslong as it features all of our current movement in it. So you could have the first room with a image on the wall telling the player to use the mouse and WASD to move around, and then another image over a hole that tells the player how to crouch, whereby he can crouch through the hole into the next area :)
After the initial walkthroughs of all the moves, it would be nice to end it with a crash course, where the player have to utilize all of his moves while being clocked.
Yeah, whatever minimizes the HUD and reading during training. One thing I learned from games like Mirror's Edge and even Killzone is that I don't like reading long descriptions while I'm training. Keep it simple with graphics if possible, like in Portal.
Also, I like the idea of a crash course at the end, like a time trial. Maybe we could reward the player somehow for beating the record time limit.
Here's what I've got now which I'm planning to put in editor today. I took out the combat and reorganized a bit to remove the vertical wallrun/ledge hang.
General parkour mechanics
1. Jump (stationary)
2. Crouch (stationary)
3. Run straight
4. Sprint/dodge
5. Jump a small gap while running
6. Low slide under pipes while running
7. Coil jump over low obstacle
8. Wallrun
9. Wallrun/jump/wallrun (double wallrun)
10. Walljump back and forth twice to reach a new higher area
11. Wallrun again, but end with a wallslide to a lower area
Grabbing ledges, and ledging should be working, with the exception of climbing up a ledge at the moment, which should get fixed before we release this.
About the jumping, you could have several kinds of gaps to try it out:
- Small gap, jump over normally
- Big gap, sprint and jump over
- Bigger gap, sprint and do either a coiled jump or grab the ledge
For the crash course at the end, you could have some precision jumps such as these:
http://www.youtube.com/watch?v=NBwoh_SknIE&t=8s
http://www.youtube.com/watch?v=cbSoS3R17h8&t=1m6s
You can find some good references for the crash course if you look around YouTube for "Quake 3 Defrag" and "Kreedz Climbing", or look at some of the maps for Mirror's Edge.
Good luck! Will be interesting to see what you come up with :)
Sounds good, I want to add some more precision jumps and tricky stuff. What are the controls for ledging though (grab ledge, climb up, etc.)?
Current controls are:
- Hold down mouse2 while in mid-air to grab a ledge.
- Strafe left or right to ledge left or right.
- Press forward to climb up a ledge (so you have to release forward when grabbing the ledge so to not immediatly climb it).
- Press space to jump away from the ledge.
These are not final, and once Firtina has reimplemented the current movement, he'll get started on a entirely new climbing, but that will take a while. So this training level will be using the current one :)
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