First!
First Update!
Well, the controller is complete. You can run around at set speeds and increase speeds through "Strafe Jumping" as it was in the original Q3 AND in Quake Champions.
The way this works is that you have a base speed of 10 units per second when moving in any given direction. When you jump AND strafe, this rotates your point of movement and increases your movement speed by a factor of 1.4. If you move your mouse to point the player in the opposite direction to counter the movement to keep you moving "mostly" straight, you can perform a sort of "pendulum" movement effect that exponentially increases your speed.
I hate linking to Wikipedia but a good explanation of this can be found here: https://en.wikipedia.org/wiki/Strafing_(video_games)#Method
All I did was the maths (hardest part) and with a bit of looking at the original Q3 code, figure out a basic version of this. Its not final, its very broken (shhhhh dont tell anyone!) but its a base mechanic which for my purposes WORKS.
Next, deciding whether to go puzzle or action...
ClikClik (Working Title) 2023
Throwback to Q3 Movement based Games
Status | Prototype |
Author | Toby Arnold |
Genre | Action |
Tags | 3D, First-Person, quake |