Bunnyhopping from the Programmer's Perspective (2015)
21–30 of 67 posts
Re: Bunnyhopping from the Programmer's Perspective (2015)
#22I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Re: Bunnyhopping from the Programmer's Perspective (2015)
#23I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Hopping wasn't discovered immediately. I remember we were doing things like strafing into walls to speed up movement before we knew bunny hops are possible.
I don't think idSoftware predicted how the game would be used when they were working on it. I believe the movement mechanics is just a byproduct of simplistic movement calculations.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#24Has anyone figured out why the Q2 era bunnyhopping has not been replicated (or has it?)?
Re: Bunnyhopping from the Programmer's Perspective (2015)
#25For those interested the link below does a great job of demonstrating strafe jumping, which is similar to bunnyhopping. https://www.youtube.com/watch?v=sXat1AEtuT8 This is great example of how an accident can contribute towards such a fun mechanic into a game. This ultimately ended up spawning new game types where a mastery of movement was a key skill.
Jumps like these on action quake: https://youtu.be/8Za4g8mKBcA
Took dozens of hours of practice to accomplish without taking fall damage (which was crippling in this mod).
Re: Bunnyhopping from the Programmer's Perspective (2015)
#26Re: Bunnyhopping from the Programmer's Perspective (2015)
#27Now we just need a nice breakdown of how to implement the skiing from Tribes.
Combined with projectiles with velocity ("inheritance") it made for some of the most exciting, tangible gameplay I've ever participated in and I miss I dearly.
All I want to do is ski.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#28Now we just need a nice breakdown of how to implement the skiing from Tribes.
Skiing is the best happy accident in FPS gameplay, in my opinion. While Tribes: Ascend was still a thing, the competitive scene was intensely charged around high-velocity damage-boosting optimal flag capture ski routes. It was nuts. The skill ceiling was practically unlimited and the competition was fierce. Combined with projectiles with velocity ("inheritance") it made for some of the most exciting, tangible gamepla…
My friend later went on to commercially release a 3D platformer, Poi. http://www.poi-game.com/
[1] Enjoy some high-school-student-in-2005 web design and writing, https://www.brightnightgames.com/games.php?game=sa&sec=devel...
Re: Bunnyhopping from the Programmer's Perspective (2015)
#29Re: Bunnyhopping from the Programmer's Perspective (2015)
#30I have played FPS games for as long as they have existed, competitively in the early days of CS. I don’t see why adding this feature deliberately would be appealing. It makes the game look unnatural for what? There are tons of hard to use glitches in every FPS game and the policy on any enjoyable server is “no glitching”, that is - play the game as the developer intended or be kicked. This bug was just too widely use…
Then you have games that put this front and center, and it looks completely natural, such as Warsow.