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Bunnyhopping from the Programmer's Perspective (2015)

adrianb.io

21–30 of 67 posts

Re: Bunnyhopping from the Programmer's Perspective (2015)

#21
I 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 used to be considered unfair but thankfully games these days use movement code without obvious bugs like this.

Re: Bunnyhopping from the Programmer's Perspective (2015)

#22

I 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…

Cause its really fun to play using it. There are tons of community servers with autohop mods enabled.

Re: Bunnyhopping from the Programmer's Perspective (2015)

#23

I 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…

At least in Quake this was not deliberate choice. It was fortunate accident. It took some time for people to discover bunny hopping and once somebody figured it out it took like a storm.

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)

#25
post #13

For 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.

I spent hundreds of hours over a decade ago playing jump challenges in Q2 mods that were just there to hone movement skills and help experts keep an eye out for errant pixels in the map that could be used to help you get to amazing places on the maps.

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)

#27

Now 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 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)

#28

Now 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…

Back in high school, a friend and I wrote a 3D platformer akin to Mario 64[1], including writing the engine from scratch. No surprise, the physics was by far the hardest part and we never got it quite right. There was one build of the game where I screwed up the jump button function such that if you held the button down while going up a slope, you would repeatedly make contact with the slope and perform another "jump", infinitely increasing your velocity until you hit the top of the slope. Then you'd go rocketing across the map until you slammed into a wall or something. Much like Tribes skiing. It was great fun and I kept a special build of that around for a long time until it sadly broke because we changed the level data format. This was before I understood source control so I was never able to get that feature back. Anyway good times. Great educational project, but that happy accidental jump feature was probably the most actual fun in the game.

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)

#30

I 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…

It looks unnatural when you put it in a game like CS, yes. But remember where CS came from, Action Quake.

Then you have games that put this front and center, and it looks completely natural, such as Warsow.

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