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WIP: Player Movement Rework

Claire Ellis requested to merge accel-momentum into next

Changes

  • Increased gravity, jump height (spring and other gimmick thrusts increased to compensate)
  • Acceleration and deceleration curves made linear (Current public build's acceleration is multiplicative. This new adjustment makes it easier to move from a standstill.)
  • Thok does not exceed current speed (for testing purposes)
  • Acceleration increased in midair (Was 50% of ground accel, is now 100%)
  • Super Sonic and super sneakers increases acceleration
  • Adjustments to handling movement at high speeds
  • accelstart and thrustfactor decoupled from acceleration
  • thrustfactor now impacts handling -- higher values are easier to stop and change direction with
  • Player can build and preserve momentum from springs, slopes, etc.
    • Visual dust effects will appear if the player turns at an angle that causes excess momentum to be lost
  • Increased movement control while spinning
  • Slope launching no longer halves the Z momentum vector (more accurate slope launching angle)
  • Tails flight reworked to be more accurate to Sonic 3 flight
    • Acceleration is normalized to standard acceleration (from 200% to 100%)
    • Horizontal movement better respects underwater physics
    • Reworked speed reduction mechanic, made more aggressive when attempting to rise
    • Top speed while attempting to rise reduced (from 50% to 25%)
    • Top speed is restored when player stops attempting to rise

srb2-accel-momentum.exe 7/3/2021 (latest)

srb2-accel-momentum.exe 7/2/2021

srb2-accel-momentum.exe 6/30/2021

3DTEST.wad

2DTEST.wad

srb20012 srb20022 srb20034 srb20035 srb20039 srb20040 srb20041 srb20042

Edited by LJ Sonic

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