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A brief overview of the run and super-jump. Also answers to two common questions. (Gameplay Video)

Posted by AnotherOne1 on Oct 4th, 2009

Hey again guys, Cooper and I have been pretty hard pressed for time lately, but we got together this weekend, and after some pizza and Oreos we got to work on Tension. I managed to implement two new features: the run and jump game play mechanics.

(If you aren't a fan of lengthy text descriptions, there is a video underneath)

Run:
We saw a comment from a user (yes, we actually read those) about how the player should keep speed when moving, and gain it while running, like Mirror's Edge. So we started with a simple run, which gained speed over time. It was almost final, and after adding the requisite code for keeping the speed from swings and pulls, it now is complete.

Jump:
Jumping posed some interesting issues. We wanted a variable (charge) jump, but soon realized this made levels far too difficult and hard to design. So then we decided to add onto our momentum concept with the double-jump. It functions as a normal jump, but when the player jumps onto a ledge, he can perform a two-jump combo. In this combo the second jump launches you high into the air.


This integrated so nicely with the swing and pull because you really built up speed throughout the level. It really keeps the pace of the game up. I also thought I'd take a second to answer two popular questions/comments I've noticed in the comments.

Sounds
We have NONE of our own sound effects as of now. Anything you hear is a placeholder, for example the grapple is all RPG sounds.

Multi-Player
While it was in the original design plans (and still is) we are focusing on getting solid game play first. This means if we get this single player version of the game working how we want, and it's well received by the community, we will be moving on to a multi-player version.

Thanks for reading! Don't forget to comment; we love the feedback. Be sure to check out the grappling gameplay if you missed it!

Also, Cooper will most likely chime in later with a mid-week update of what he is working on.

- Alex

Post comment Comments
Feared
Feared Oct 4 2009, 2:35am says:

Great job!
Hope to see some more update's! +1

+1 vote     reply to comment
awesomepossum
awesomepossum Oct 4 2009, 2:56am says:

Wow, you guys are iterating through movement code really fast. And it all looks like it flows together so smoothly already. Great work!

+1 vote     reply to comment
Gosthy
Gosthy Oct 4 2009, 4:07am says:

"We saw a comment from a user..."
Cool, I requested it! :D

Anyway, really nice job. I can't wait to play it. Keep it up.

+2 votes     reply to comment
DuckSauce
DuckSauce Oct 4 2009, 6:20am says:

This is looking sweet, tracking!

+1 vote     reply to comment
BRKNnode
BRKNnode Oct 4 2009, 6:34am says:

thats lush... tracking..

+1 vote     reply to comment
eXeC64
eXeC64 Oct 4 2009, 6:37am says:

Loving the movement improvements.

+1 vote     reply to comment
PierreOfTheFrench
PierreOfTheFrench Oct 4 2009, 8:48am says:

Wow that looks great, very fluid and realistic. Great work

+1 vote     reply to comment
Vizitas
Vizitas Oct 4 2009, 8:53am says:

spider man much? :D

0 votes     reply to comment
SweatbackSTEEN
SweatbackSTEEN Oct 4 2009, 11:10am says:

awesome stuff you got there

+1 vote     reply to comment
nipzor
nipzor Oct 4 2009, 12:21pm says:

any chance to get early acces on this alpha? wish I could play it right now!

+1 vote     reply to comment
Gosthy
Gosthy Oct 8 2009, 2:01pm replied:

Sadly, no. Even their close friends can't play/test it.

+1 vote     reply to comment
Armageddon104
Armageddon104 Oct 4 2009, 1:51pm says:

This mod is amazing! I want to play it right now! It looks so addicting! :D

+1 vote     reply to comment
|KILroy|
|KILroy| Oct 4 2009, 6:29pm says:

Damn, this mod looks brilliant.

Loving the concept dudez. Keep up the fantastic work....time to track this babeh >8D

+1 vote     reply to comment
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