Building a parkour system cuz i'm bored(devlog)

OPEN SOURCED NOW!!

PROGRESS DOCUMENTED DOWN BELOW(Pls rate after reading all of em btw)

ok so im trying to make a parkour system that is SATISFYING for fun!
i’m not that good at them, the parkour game i’m working on is all about fast paced stuff and breaking the laws of physics so this is a little side thing

Here’s the video!

Now credits to

• @Strixial for fixing my curved wallrun
• @Timuryhic for giving me wallrun animations
• @konuzyy for a vault anim but it didn’t go with the kong vault idea i had

Please rate without sugarcoating anything

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UPDATE #13

14 Likes

The big question… Can it wavedash??

for realz though the system looks very cool!!!
however level design is equally important I think it is kind of hard to rate a what looks more like a turtorial level. I would have liked to see the some more interactions with the environment(jumppads for example).

I think the system is great (kind of basic skills) but without the level design it is kind of hard to give good feedback.

(a great example of level design is celeste(/strawberry jam) not 3d but eh)

1 Like

im not that great at building or level design yet, but i’m planning to add more stuff like tightrope walking. i might get one of my friends to help make a proper showcase level once the system is basically done and all the little details are polished. i mostly wanted early feedback cuz i got excited :sob:

1 Like

Update!
I synced the logic with the animation so the ledge climb feels way smoother now.
If anyone spots anything weird or just general suggestions, lmk.
Here’s the clip:


SLOW MOTION

2 Likes

UPDATE!
I added uhh tightrope walking(looks cool imo!)

Also got ziplines working but they’re still kinda buggy so I’ll show those once they’re stable.

5 Likes

(honorable mention: @timuryhic made tightropewalk anims

This is actual peak, keep going bro… Would you give me the rbxl/rbxm file, please :pleading_face:?

Yooo, I’m glad you like it! Tho I can’t just hand over the file, and if I did you won’t learn anything. I can drop some tips tho!

  • Raycasting is your best friend, if you don’t know raycasting enough you can’t do most stuff
  • Normals from raycasting are also a really needed thing! You will need it for curved wallruns n other cool stuff!
  • Camera is EVERYTHING in first person. If the camera feels janky you might be cooked, I’m also moving towards making my camera smoother soon after fixing bugs.
  • Don’t use body velocity for ledgeclimbs imo

Now when you make your own system you won’t get stuck on a big or trying to expand!

1 Like

oh yeah a few more tips i forgot to mention!

  • Use parallel scripting to boost performance as parkour requires lots of raycasts
    image

  • you can use blender for custom animations, i use blender for my animations too!

  • Use CFrame.LookAt or CFrame.FromMatrix too

  • Use attributes, i made the mistake of cluttering my movement folder with boolvalues, JUST LOOK AT IT NOW HALF OF MY SCRIPTS RUN OFF BOOLVALUES AND HALF RUN OFF ATTRIBUTES

  • Use presimulation sometimes, got that from Strixial(they fixed the wallrun as i said in the inital post’s credits)

  • And uhh dont make your own moving around like left and right move, like your entire onw controller. unless needed, i did that but then figured out i didin’t need to :sob:
    image

  • And don’t over complicate it

Alright!

2 Likes

Great
It is time for
Developer vs Tester vs Player

ion have a tester nor a player :sob:
im the only scripter with help for animations from toolbox and some friends

Yeah I was kidding dont worry, but thanks for replying, your system is certainly stunning.

Tysm!
I am gonna post another update soon, yk cant be spammy with it lol

Here’s my advice: Make sure ledge-climbing checks are performed with raycasting rather than “Part.Size.Y”. You can perform proper ledge detection by performing 2 raycasts: 1 for the Head, and 1 for the HumanoidRootPart. If the HumanoidRootPart ray hits and the Head ray doesn’t, then you are likely on a ledge. This type of checking will be good for terrain, and it’s what I already use in mine.

1 Like

i already use that type, i used to use part.size.y but it caused so many damn bugs i switched to raycasting and it works so much better as u can see
Ty for the tip tho!

ALRIGHT KINDA BIG UPDATE!

BREAKABLE GLASS COMING BTW(we will soon be breaking some glass)

Starting things off with a new mechaninc!, i will improve it by making you grab the rope form where you look but thats for later

now you can boost when you slide under obstacles, the animation is.. non human i would say like the hand is bending loll, but i will fix the animations dw, mechanic over animation first, when we got it working then we got it looking good(draw it first you can improve it later type stuff loll)

now at last we got a little map test i did to see how it will play in a actual map(this is just blocks rn but ion know building i only know scripting, i maybe will get one of my friends to make a test map)

(Thank God. I see too many ledge-climbing scripts which use Part.Size.Y)

1 Like

UPDATE!
ILL ADD SFX SOON(BUT THAT WILL BE INFORMED WITH ANOTHER UPDATE SINCE THAT WILL BE SPAMMY)
Breakable glass!

We now be breaking glass :fire:

Tell me how it looks and improvements if u have some!

it’s good

1 Like

Thanks lol, but can you tell me what you like specifically or what could be better? Trying to actually improve here!