I’ve been procrastinating trying to make a game for years, but I’ve finally found the motivation.
I went and got myself started off a place I started originally in May 2021, which I came back to in June 2022 and actually added a few things like music (one of my very own compositions), sprint function, and custom animations (my first few!).
Now it’s May 2025, and now I’m actually starting to add substantive mechanics to my little playground, dubbed “Parkour Game” right now as that seems to be the direction that it is going.
I will update this topic with a daily (hopefully?) log of what I make in the game, in the format of how Vetex usually does his patch notes on the Trello.
Each consecutive jump will increase the power of the next jump by 5 JumpPower, indicated with unique animations for each jump up to the fifth jump (animations are a WIP). The JumpPower buff caps off after 5 consecutive jumps
The player must be moving at just below base sprinting speed (horizontally) to be able to ramp up their jump momentum every time they jump
Consecutive jumps reset after 0.3s of no jumps after touching the ground
Light landings now prevent you from moving for 0.3s
Added medium landing: Landing this way has a more staggered, clumsy animation and prevents moving for 0.7s
Bugs
[Fixed] Landing animation priority issues.
[Fixed] Landing animation plays repeatedly while walking.
* The game is now playable to the public. Try reaching the green pillar using the game’s movement mechanics! ( ✦ ) Parkour Game - Roblox
Added crouch/super jumping. Crouch jumps are 50% more powerful than Sprint jumps by default (56 → 84 JumpPower) and gain a significant amount of height with jump momentum gained from consecutive jumps! Crouch jumping will consume all jump momentum stacks (i.e. consecutive jumps).
A super jump animation and a mega crouch jump (i.e. a crouch jump consuming at least 5 stacks of jump momentum) animation will be added within the next few patches.
pain of revamping the wall slide system to work with wall jumps
keep sidetracking myself with discord and pings about balance
actually starting to get somewhere with learning how roblox physics and how important functions work
realized that most people don’t really start off their scripting journey this way but I’m a 3rd-year CS major so I had things I could apply from previous coding experience
[Fixed] Falling from high heights doesn’t stagger you anymore.
[Fixed] Crouch jumps don’t benefit from jump momentum. (Holding Spacebar won’t work for this; you have to crouch and jump manually to properly get the jump height as a factor of precision.)
At max consecutive jump stacks, crouch jumping will now become a super crouch jump, gaining an additional +10 JumpPower (on top of the regular jump momentum bonus).
Improved the idle crouch animation.
Improved the 3rd and 4th consecutive jump animations.
Added an animation for crouch jumping with 1-4 jump momentum.
Added a special animation for a super crouch jumps.
Reduced hard fall initial threshold: 125 → 150 studs/sec downward speed
Improved the basic jumping animation to blend in better after consecutive jump animations.
Changed the running animation to be a bit more realistic, but still quirky.
Increased sprint tween time (time it takes to get to full sprint speed after toggling it): 0.4s → 0.7s
Added a medium (yellow) and red (hard) pillars on the baseplate. Try to reach the top of them to test your skill with the movement mechanics!
Added diving, done by pressing the X key, which sets your vertical speed to -100 studs while falling. Great for speeding up jump momentum gain! (Cooldown: 0.5s after ground touch)
Raised the animation priority of hard landing animations.
Jump momentum is now slightly easier to gain: you now only have to be going at 90% of base sprint speed instead of base sprint speed minus 1.
Added a mild vignette when falling at high speeds.
Falling speed is now capped at 200 studs per second.
Positive vertical speed is now capped at 130 studs per second.
My first week of actual Roblox dev without instantly quitting after a couple hours. About ~1,100 lines of code written so far. Proud of what I’ve made this week:
Sprinting system
Crouching system
Crouch jumping
jump momentum system
diving
(animated) animations for each
How did you make all this as a newbie? Aren’t movement systems hard to make?
I’m surprised by how I was able to make this much progress as well. And yes, movement systems take MANY hours to make (I probably spent around 30 hours in Studio working on this so far). I use ChatGPT regularly which was able to help me nail down the basics of how the engine generally works, as well as providing me a modularized structure to make updating the code long-term much easier. Sometimes I’d ask ChatGPT to provide me some code for something boring or for a system I didn’t quite know how to get started, but I definitely have the simplest scripting techniques down by now.
As for animations, I just locked in and had fun making them. Not the highest quality stuff but good enough to look satisfying for the game’s movement.
Sprinting is now toggled on by default upon spawning in.
Added an air diving animation.
A low-priority landing animation now plays when falling at a decent speed (i.e. diving speed).
Crouching in midair is now possible again to allow for buffering crouch jumps with a slight slow, but you’ll automatically uncrouch after 0.2s.
Started working on a way to get super crouch jumps without needing to crouch after falling at terminal velocity. (May not work properly right now)
Bugs
[Fixed] Consecutive jump animations don’t immediately end when touching the ground. (They now smoothly transition into what the animation is supposed to be.)
Improved the diving mechanic. Instead of always setting your vertical speed to -100 regardless of how fast you are falling, it will now subtract your current vertical speed by -50 if you are already falling faster than -50 vertical speed.
Crouching in midair will now uncrouch you after 0.4s instead of after 0.2s.
Refactored the character movement code to be more modular in preparation of a powerup system.
Added ground pounding. Pressing X while crouching in midair now briefly lifts you up, then sends you down at high speeds after a 0.2s delay. In this state, you’ll be able to move at 25% of your original running speed, and landing on the ground will give you a 0.2s recovery time. (Animations are currently placeholders)
The initiation and fall animations for ground pounds have been added.
Increased base WalkSpeed: 16 → 22 (sprinting speed is still 36)
Bugs
[Unsure] Ground pounds don’t slow down your WalkSpeed correctly while falling.
[Fixed] Pressing Space while crouching in midair cancels the crouch, making the buffer less useful for crouch jumping. (This means that using it as a crouch jump buffer will be a lot more consistent)
Regular ground pounding is now done by pressing C twice while in midair (i.e. pressing C while crouching in midair).
Added super ground pounding with C + X in midair.
This variant of ground pound has more startup (+0.25s) in exchange for immediately falling at ground pound’s terminal Y velocity. The user must have Dive must be off cooldown and at least 1 jump momentum stack to use it. The game will treat it as both a dive and a ground pound. After a super ground pound, the user will be in a crouching state.
If the user lacks jump momentum, this will just be a normal ground pound.
This will get a special startup and landing animation at some point.
Tip: A good strategy to do with this is to jump immediately after to utilize your jump momentum to essentially “bounce” off the ground with a crouch jump while displacing objects and players nearby.
Ground pounding now increases the terminal Y velocity by 50 studs.
Ground pounding now pushes away nearby (unanchored objects) and players within the impact radius (16 studs base, up to 24 studs at terminal velocity). The faster the fall, the more powerful and larger the push will be.
Anchored all the pillars in the testing playground area.
Added a small ball pit to test the ground pound’s part pushing.
Added landing dust particles specifically for ground pounding. These are the first particles I’ve ever added, so they may be changed more to my liking.
Added a 2nd part to the obby, which has momentum powerups to help you (tip: master your crouch jumping!).
Super ground pounds no longer always send down the user at terminal velocity but instead ramps up from -210 → -250 starting vertical velocity depending on the user’s jump momentum stack count when it was used.
Added a very brief screenshake for hard landings, which can be further amplified by ground pounding. This may be toggleable at some point.
Ground pound landing visuals now replicate to other players.
Players can no longer directly collide with each other (they can still move each other with ground pounds though).
Added dashing. Dashing sends your character forward a decent distance (120 studs/sec base horizontally) and gives a bit more airtime. It can be done with a 2s cooldown, as long as the user isn’t crouching, diving, or ground pounding. It is also slightly boosted by jump momentum.
Note: Current animation is placeholder and will be changed.