IDEAS FOR RYZOM


'Jump'/blocked areas (Invisible wall)

"But jumping should not be a special action, it should be done automatically when you walk into a direction you can not walk but jump."

Just teleport the player to the other side of an obstacle. Sure this isn't jumping but it will help people focus on enjoying the game instead of figuring out where the other side of a fence is. If someone wanted to rip the code apart to add true jumping functionality I'd have to assume it would already be a feature. The reality is that there could be unintended consequences if the feature ever does get fully added. This could include for example a plethora of issues that never used to be issues such as: missing collision detection in places that never needed it originally.

So in my mind, at least for now or until someone wants to donate a large sum of money, the jump topic can at least be mitigated by automatically teleporting players past the most simple and tedious obstacles. I can't imagine this would be too difficult given the very specific types of obstacles and the lack of requiring functionality that wasn't originally included in the code structure.

Additionally, while Bitbucket offers multiple version control solutions unlike Github, more exposure is crucial for a large project such as Ryzom. If the Ryzom team is willing to switch from Mercurial to Git, and Github is affordable, I think it may just be the best direction for the project in the long run. Maybe someone there will be willing to take on the task of implementing jumping and all the side effects it may bring to the table.

Just my 2 cents :)
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Last visit Friday, 29 March 02:01:19 UTC
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