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File: 7dd8c7c8945681f⋯.png (10.78 KB,1227x627,409:209,Sprungdiagramm 2.png)

e0604c No.28115

Hi, not sure if this is worth an OP but couldn't find a fitting thread.

I work on a parkour game and currently I try to find a formular for running/jumping.

I came to the point where I have to decide how deep one can fall without taking damage. I chose to take the acceleration done in a vertical jump and interpret it as deceleration at landings.

The character can fall deeper than he can jump upwards. Because:

Right before jumping he knees with a 45 degrees angle of the thighs, which is a acceleration-path of 1/sqrt(2)'th of the leg lenght.

But at landing the character can do a roll which I interpret as 2/3th of the leg length for deceleration. This is longer than 1/sqrt(2)'th which means he is able to decelerate from ~11.1m/s to 0

This results in my case in ~7.2m depth for maximum depth.

What I want to know: Do you think this is somewhat realistic?

btw The character can run and sprint. In the picture it is f(x) and g(x). g(x) seems awfully long with the ~7.2 depth...

Sadly I need to do such stuff before working on the map or otherwise I dont know how high I can make walls etc.

If I find the help here useful I'll post the soccer stadion I have as a map wip atm. :3

____________________________
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e0604c No.28116

what is realistic and what players expect from reality are two different things.

realism is over rated anyways; it could be a good place to start but stuff like speed and damage are going to change during play testing. if you're working on a plat former you should be working in a system where you can make and edit levels in a few minutes.

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e0604c No.28117

>>28116

Yea I guess thats how it works. I plan to make a demo with procedural maps to test how the settings feel. But the raw mechanics are planned to be somewhat inspired by nature

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e0604c No.28118

>>28117

>procedural maps

also overrated. at least for testing you should have a few tutorial levels that demonstrate individual core mechanics. you also want something consistent across play testers.

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e0604c No.28119

>>28118

If I make a static map for testing I might get too used to it and fail to find optimal parameters. It doesnt have to look beautiful, it just hast to keep one struggle to face new obstacles. Players of such a tech demo who help me finding these parameters might be able to do so better this way?

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e0604c No.28120

>>28119

if that's your system that's fine. not sure what you mean by optimal parameters though.

just from what I've read, designers shoot for a certain feel and then design level around it. and remember you're calibrating the game for experts when your the only one testing, but everyone's first impression of the game is as a beginner.

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e0604c No.28124

>>28120

I meant that the speed, forces, lengths and so on being editable variables while playing the tech demo to find a setting which feels just fine for the actual game.

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e0604c No.28125

>>28116

This, trying to come up with a realistic calculation for something like this is pretty dumb.

Firstly the player will not be able to tell the difference in the slightest. Secondly your gameplay will be significantly better if you design the mechanics according to how you want the game to feel, not according to what some arbitrary "realistic" knee bending explanation tells you.

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e0604c No.28126

http://outdoors.stackexchange.com/questions/8106/how-far-would-you-need-to-fall-for-it-to-be-fatal

> This results in my case in ~7.2m depth for maximum depth.

When I was a kid, I used to go swimming at a pool that had a 7m platform. Even after landing in water your heels would sting. If you jumped straight down on to concrete from that distance, I doubt you'd be walking away from the impact.

> What I want to know: Do you think this is somewhat realistic?

Beyond 3 m, the height of an Olympic springboard, an adult is probably going to start breaking bones if he lands on a hard surface. Children and other rodents can fall further without taking damage, however.

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e0604c No.28127

>>28126

>Beyond 3 m

looks like it's closer to 5m for experts when they break their fall properly

https://www.youtube.com/watch?v=RBNaiNnNRfU

that's without injury. if you have some kind of healing factor then you could jack that number up. remember reading a few extreme cases of people surviving falls from terminal velocity.

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e0604c No.28128

>>28126

> If you jumped straight down on to concrete from that distance, I doubt you'd be walking away from the impact.

Well didnt thought about hard/soft undergrounds. Will definitely put a note on this matter.

>>28127

there will be a healing factor. Otherwise standing on something and permanently dying by jumping down because you are hurt is kind of stupid.

BTW I did not chose which engine I want to use at the end. Someone knows a simple 3d engine where I can do a tech demo for finding "good feeling" mechanics and share it with you guys?

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e0604c No.28130

Oh and what do you think?

I'm not sure if I want two walking speeds or a variable speed, like it was done in splinter cell. Might even be pretty comfy to only scroll up and one doesnt have to press anything else to run. just scroll down to stop.

On the con side it becomes harder to find out how fast one has to run to pass a pit. Many people might end up always running max speed to make sure.

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e0604c No.28132

>>28128

>Someone knows a simple 3d engine where I can do a tech demo for finding "good feeling" mechanics and share it with you guys?

working in 3D alone is probably biting off more than a single developer can chew. otherwise, probably unity just for the large community and support you can get with it.

>>28130

can't really help you here, this is all the game design part of being a game designer. this video is a good summary if you haven't already seen it.

https://www.youtube.com/watch?v=216_5nu4aVQ

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e0604c No.28135

>>28132

Ill do that with unity then for this one. I do work alone atm but I plan to get some people involved once there is a bit more than a raw idea.

The video is a nice one. Ill do both cases, two speeds and many speeds and will look how it feels. The video states that Mario's physics might be done likely, spending months with working on this matter alone. Thats what I might do.

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e0604c No.28144

>>28132

After making the Rolling-Ball tutorial game I came to the conclusion I should begin right off with chosing the engine I want to use at the end. I try to be somewhat open source if I dont fail fatally, so Unity is not my first choice...

I try Godot. It seems to be improved much after the last big updates. This will take a while.

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