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Exit: July, 2015 Archive

A light at the end of the tunnel...

Tuesday, July 21st, 2015 by Holey Moley at

Exit: Behold!

I’m not sure where to begin. There’s a new mega-release up. With lots of surprises in store! It finalizes the jumping model, and adds a way to lower the point-of-view 1/3rd, letting you pass beneath things at about 22% below head level. It might not sound like much (these figures are adjustable) but even for the default height — that’s a bit on the short side — this comes out to about a full screen at nose length; which will seem like a lot.

The new feature complements jumping, since jumping now requires the release of the ground-based movement inputs. If you do not jump but instead move away, then you are able to squat/hunker down in this way. If running this is automatically done so that you do not have to stop to do so. If pressed up against a passageway or obstruction, beginning to run will pass beneath it at walking speed, at which point you can stop running if you only wish to enter the space. (If you do not jump while running you simply return to a walking gait. This should go without saying.)

There is the beginning of a way to run at full speed. There is no penalty for doing so at this time. It is not possible to run at full speed when there is not room to stand fully erect. Doing so requires that you hold down all three buttons. This release was supposed to add the ability to look behind while running, by holding down either button, so that when they cancel each other out you run at full speed instead. Run for your life as it were. However because a bigger priority was finalizing the jumping model, all efforts got directed at its complement in order to fill the hole opened up in the control scheme…

Continued: A light at the end of the tunnel…

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