Movement Speed - Momentum - Weight

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aggimajera
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Movement Speed - Momentum - Weight

Hauling around a fighting kit for a prolonged period of time is a wearying experience. Flak, Kevlar, Ammo, Weapon, Grenades, and possibly assault pack loaded with additional gear really adds up in weight. Taking it all off, you felt like you could win the New York Marathon.

One video-game in the past that absolutely nailed the aspect of being weighed down with gear was "Killzone 2". There was a momentary input lag when you moved the left stick to move forward, and a spontaneous shift in a new direction required your character to slow down (eliminating the forward momentum) and begin the trot again moving in the new direction. It helped sell the illusion of weight on your character and placed you under the laws of physics in the world you were fighting in. You felt more like a grunt and not a moving camera.

Do you guys have any sort of ideas for the implementation of gravity and weight affecting the Marines movement speed?
BadKarma
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Re: Movement Speed - Momentum - Weight

Normally not a fan of input lag but it felt appropiate in Killzone 2, loved that game to death. It's a good system if you're playing with controller.
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Re: Movement Speed - Momentum - Weight

aggimajera wrote: Fri Dec 03, 2021 3:47 pm Hauling around a fighting kit for a prolonged period of time is a wearying experience. Flak, Kevlar, Ammo, Weapon, Grenades, and possibly assault pack loaded with additional gear really adds up in weight. Taking it all off, you felt like you could win the New York Marathon.
Exactly. With the weight of the things you’re carrying (we’re glad this is coming across in our videos!), movement is slower and more precise in Six Days. Add the fact that you'll be moving through the game more carefully than in most shooters (for various reasons), and you have a very different formula at play.

We want our controls to feel responsive, so no input lag here.
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aggimajera
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Re: Movement Speed - Momentum - Weight

BadKarma wrote: Sat Dec 04, 2021 3:23 am Normally not a fan of input lag but it felt appropiate in Killzone 2, loved that game to death. It's a good system if you're playing with controller.
I suppose you have a point. It may or may not translate well to the mouse and keyboard so well. But man, KZ3 removing that weighty feel was one of the many things they did that sort of downgraded the whole thing.
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