Super ground pounds now have unique startup and falling animations.
Super ground pounds now stretch the terminal velocity by a further 150 studs/sec (250 → 400). The knockback power of the landing still caps at 250 studs of Y speed though.
Super ground pounds have their starting speed further increased per jump momentum stack: -10 per stack (210 base, 250 max) → -30 per stack (230 base, 350 max max).
Regular ground pounds can now have their terminal velocity pushed by diving by 50. (This is a default mechanic incorporated into super ground pounds.)
Ground pound knockback and visual radii are now uncapped in code, though it is still effectively capped by terminal velocity. (Ground pound knockback multiplier is still capped.)
Improved the movement mechanism of ground pound’s knockback on parts.
Added a unique dash animation.
Moved the spawn back down to the start of the obby.
Added a couple rusty elevator parts to bring you back up to the obby.
Bugs
[Fixed] You can still collide with other players.
Showcases
The improved knockback on super ground pounds on parts:
Disabled sprinting. (It’s now just completely default behavior for now.)
Added a way to stick onto objects you’re standing on by pressing X. You can then unstick by pressing X again or jumping off.
You can walk and move unanchored parts with this, with 75% increased speed.
This feature may be overall a bit buggy.
Added some moving platforms and blue spheres near the spawn for testing purposes. You can use the new mechanic.
Showcases
Riding on a sphere:
Side note: Was definitely a learning process trying to learn how welding works properly and making it possible to stick to moving platforms, which I was able to successfully make happen after hours of trial and error.
Glad to hear that metapoly still has the failsafe installed in reality. Still, it would be nice if they fixed the noclip bug that has been around since approximately 4.6 billion years ago.
No progress again today or yesterday. Working on story and lore for the game now, aiming for it to be whimsical in some ways but still good room for seriousness (similar to Block Tales’ style).
If I may ask, what approach are you using for developing the base framework of your game? Are you using a composition-based approach (moreso for the movement scripts) for scalability, or something else?
Shift Lock is now rebinded to LeftCtrl or RightCtrl keys.
Dashing is now rebinded to LeftShift instead of Q.
Disabled the cross-platform input compatibility script for now. This will be continued again sometime during the future when more of the game is done.
The camera now follows the player character smoothly instead of instantly.
Player avatars are now fixed at 90% height and 92% width by default. This is to better represent the proportions and physique of the canon main character of the game.
Ported the basic Roblox platformer template movement mechanics onto the current movement system. You can now roll (LeftShift), long jump (LeftShift + Jump, consumes momentum), and double jump. Air dashing is now a little different from before.
I haven’t refactored the code to account for this, so there may be some new bugs with this. I will be working on incorporating it into the way the movement system is already written.
Holding the jump button for 0.15s or pressing it during a 0.15-0.25s window after a long jump will now give an extra height boost.
Removed this for now because it was caused by a bug that I ended up fixing in production. May add back as a future perk.
Long jumping now puts double jump on a 0.65s cooldown.
Finished converting normal ground pounds to the modularized system.
Added a funny ground pound landing animation.
Replaced the dash animation with the original one, with improvements.
Long jump power bonus: +10 → +14
Halved the max distance that the camera can offset from the player’s center.
(Note that the old character movement controller is still enabled, but it will probably have some unintended behavior when interacting with the new modular system.)
Bugs
[Fixed] You can dodge/roll and double jump while ground pounding.
Air diving during a dash will now convert it to diagonal downward dash, sending you forward and down at increased speeds. This doesn’t consume an air dive charge, i.e. you can air dive normally after the diagonal dash is done, but this technique can only be used during this specific 0.25s dash window.
In the future, hitting the ground during the diagonal dive will automatically make you roll or slide.
Added an additional +0.05s cooldown to double jumping after dashing to avoid wasting the double jump momentum during dashing.
Disabled the old character movement controller script. This means that you’ll no longer be able to crouch, gain jump momentum, or have capped falling speed. These mechanics will be re-enabled in the near future when I’m done refactoring them into the new modular system as appropriate. The momentum system will also get a rework to be more satisfying and dynamic, so that it can also affect running speed.
The game is now playable on mobile devices, but some controls may not work.
Showcases
Long jumping + diving:
Diagonal air dashing:
REMINDER: Feel free to report any bugs with the new system so I can try fixing them tomorrow.