IDEAS FOR RYZOM


'Jump'/blocked areas (Invisible wall)

Fully agree.

When something looks pass-able it should be.

In dunes, I can go up on ramps higher then long but in Lakes I fail when something is still longer than high.
And in Lakes, jumping down bridges or cliffs would be very nice.

Is it so difficult to define and connect walk-able poligons or triangles in the level?
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About the xyz-axis problem - it IS implemented. I can go up stairs and walk above another walk-able area.

Jumping could be implemented with an "invisible hill".

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.
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Last visit Friday, 22 November 22:35:15 UTC
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