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I spent eleven years working on this Line Rider track

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Re: I spent eleven years working on this Line Rider track

#112
post #20

Hi everyone, I made this! I already told my whole story in this article (if you'd rather watch a video essay about it: https://www.youtube.com/watch?v=CikpAHiPlmQ ) so not much more to add other than I'm still (slowly) working on Line Rider! If you have any questions here I am

I’m curious how you were able to remake the game with the same physics. How was that process?

Re: I spent eleven years working on this Line Rider track

#114

Not quite the same, but this reminds of defrag from various quake games (mostly quake 3 and variations). The idea of strafe jumping being in the original quake (well circle jumping more like which is kind of different) started as a bug based on how acceleration works in quake that was used to basically fly through maps and became a central part of movement in the game. Of course, in addition there was the more well k…

I think because of this bug Counter-Strike also had the same long-jump/bunny-hopping strafing thing, so HNS was born. CS 1.6 HNS is by far the game I had most fun with.

Re: I spent eleven years working on this Line Rider track

#115

Not quite the same, but this reminds of defrag from various quake games (mostly quake 3 and variations). The idea of strafe jumping being in the original quake (well circle jumping more like which is kind of different) started as a bug based on how acceleration works in quake that was used to basically fly through maps and became a central part of movement in the game. Of course, in addition there was the more well k…

Starsiege: Tribes is even closer to line rider in spirit. It came out just before Quake 3. It has massive (many km^2) outdoor maps with rolling hills and jetpacks. Early in the alpha the devs and the users figured out that by spamming jump while going down a hill you could "ski" and pick up speed the jet up the next hill to maintain. This bug, skiing, became the central element of the game. And because Tribes allowed client side scripting in a c++ like language you could just use a "jump script" to efficiently ski.

Eventually people were building line-rider style FPS maps for skiing starting around 1999.

Re: I spent eleven years working on this Line Rider track

#116
> After years of development, after some more collaboration with that Line Rider friend, and after connecting with the owners of Line Rider, it wound up becoming the official version on linerider.com. This version resolved many of the issues I had with the original version

This really caught me off guard. What an unexpected twist.

I have so much respect for people who take their projects this far and I love this mix of programming, art, and overall geekery!

Re: I spent eleven years working on this Line Rider track

#118
Awesome perseverance! As someone who has worked on a project for many years, I understand the fits and starts.

When I hear about most businesses failing I think about that saying: "Quitting smoking is the easiest thing I've ever done. I've done it a thousand times!"

Temporarily giving up is like a superposition of success and failure. It hasn't collapsed into true failure until you stop working on something for the last time.

Re: I spent eleven years working on this Line Rider track

#119
If you are like me and had never heard of Line Rider before and so didn't understand why people are freaking out over a simple line animation, head on over here:

https://www.linerider.com/

To appreciate the work that went into Omniverse 2, try to make a track that has the rider doing a single loop-the-loop.

Re: I spent eleven years working on this Line Rider track

#120
post #64

After casually watching the progression from SWF, to Silverlight, to some overdone version on the Wii, it gives me warm fuzzy feelings that linerider.com is still hosting a down-to-earth (albeit modern) version. I remember backing up the SWF version of line rider. And then they added a STRAIGHT LINE tool. No more abusing the right click menu! How far this game has come! > After years of development, after some more c…

The history of LR is complicated! It was originally created in Flash by Boštjan Čadež who sold it to InXile. InXile made the versions in Silverlight and the overdone versions on Wii, DS, and PC, but they all flopped and they did nothing with LR for years. And that's where I came in: while I was remaking LR in Javascript (intentionally down-to-earth) I brought my friend onto the project and he had a contact at InXile…

So neat, thanks for the history.
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