Slamjump - Movement Game

Hello! Currently making a movement game, I’ve done quite a bit, and I believe it is ready to be released as a closed demo for testing. I’ll take suggestions and critiques here, and also giving updates of the project.

Updates

1.1 Timing Section: Slamjump - Movement Game - #12 by Quvelor
1.2 Timing Section (higher quality): Slamjump - Movement Game - #13 by Quvelor

Older Showcase:

Example Section:

11 Likes

Looks nice!

Maybe add details on the wall so players can more easily tell where they are, as it is kinda annoying have to look away to hit. (Maybe make it so you hit behind yourself?)

1 Like

Yeah, i’ve thought of being able to hit behind the player and look towards the direction of where they want to go directly, i’ll try to make it work, and make it look okay. I’ll think about adding details to walls, but that’ll have to be done way later on. Thanks!

1 Like

This looks awesome sauce. Any plans to add CSGO-BHopping? Its a very famous movement niche and something similar could be incorporated, unless you want to specifically make the game focus on projectile/jumping movement.

1 Like

looks fun, i think it needs some FOV change or some more camera movement. would probably be toggled in settings since it might be annoying

2 Likes

This is the funnest movement system ive seen in a while, i think it has lots of potential can you give some context about the game.

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most likely not, it doesn’t play around or used with the tools. I’d much prefer mechanics that would synergize with eachother.

context about the story i assume? I don’t really have one yet, it’s not close to be developed enough to have a storyline

I do agree with some more camera movement, but can you suggest some changes/references? Because i can’t figure out what to change/add rn.

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i mean like whats the goal of the game is it a pvp? pve? tag like?

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it’ll be a semi open world exploration game. Might add PVE, but it depends on how well I can design an enemy that would fit with the movement of the gameplay

Added a new section, mainly about timing hits. (sorry for low quality)

higher quality & faster movement

1 Like

What would really give it that ‘oomph’ is by giving the tool an animation. On the client, you should raycast to get the hit point for the pneumatic arm on the tool and literally SLAM it into the surface, with regards to the normal too. give it a dink sound and some particles flying off! It would be cool to be able to charge up the tool too for a larger jump.

1 Like

there are animations for the tools, doing the hitpoint stuff, ill consider it, i probably wont give it a dink sound, and particles yeah. Still haven’t worked on the charge up, but ill probably keep the charge short and fast to get the full strength. Meanwhile tapping gets about half of the full strength