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Closed / Re: [DISC.][PLAYER] Jumper physics
« on: March 22, 2020, 08:42:43 PM »
As much as I would like Shimmier going around corners, using Jumpers to do it sounds counterintuitive to me: When I try to assign a Jumper to a Shimmier, if it works at all, I would expect the lemming to perform a regular Jumper animation.
And that could e.g. be used if the Shimmier has reached a gap and needs to jump in order to get to the other side, where he can either climb or continue shimmying (since Jumpers should be able to transition into Shimmiers as well, like in L2, where the Shimmier performs a standard Jumper animation before grabbing the ceiling).
With the Slider, in contrast, I would expect a) turning around and b) dangling, both of which are required for transitioning from a Shimmier into a Climber.
EDIT: Copied from the post with the experimental release of the Jumper:
And that could e.g. be used if the Shimmier has reached a gap and needs to jump in order to get to the other side, where he can either climb or continue shimmying (since Jumpers should be able to transition into Shimmiers as well, like in L2, where the Shimmier performs a standard Jumper animation before grabbing the ceiling).
With the Slider, in contrast, I would expect a) turning around and b) dangling, both of which are required for transitioning from a Shimmier into a Climber.
EDIT: Copied from the post with the experimental release of the Jumper:
Quote from: Strato Incendus
5) Another thing that didn't come to my mind until just now: How should Jumpers respond to splat pads?
Shimmiers die when failing to reach for a ceiling, because they transition back into a Faller.
Jumpers will obviously also die if a platform with a splat pad is 1 pixel lower than the platform they started jumping from, because they will transition to a Faller after the jumping arc is completed, and therefore splat.
But what about a Jumper landing straight on a splat pad at the end of or even earlier during his jump (e.g. when jumping onto a platform higher than the one he started from)?
Splat pads seem like a great way to make certain paths "Jumper-proof". We have a new skill, that means we also need to consider new potential backroutes.
I'm just not sure whether it would be counter-intuitive as far as mechanics are concerned, because the Jumper wouldn't transition into a Faller before hitting the splat pad and splatting. But they still "land on it", so that would make the player expect them to splat again...
Just for everyone's information: Currently, Jumpers don't splat when landing on a splat pad within the course of their arc (=meaning the only splat if they become a regular Faller after the jump).