Love the idea. I would just remember that balance always has a subjective component making it impossible to achieve absolutely. Keep up the awesome work. Excited to see this launch eventually.
You should add momentum to the movement, like for example if you do a boost then wall run the wall run should be just at fast as you were going before you started the wall run, but obviously make it so there's a minimum speed. Also you could add it so that when you're climbing you could use the boost button to do a short boost up. that would be cool@@jonei
Amazing stuff jonei! I've been working on a new UE5 project myself and find your stuff inspirational! I might just jump in the discord sometime to chat; keep up the great work bro. Never give up and keep going at it I'm sure you'll find the right balance for your game eventually, wall-running included or not LOL
You are right on it, the actual skill in wall running is actually traversing and shooting and planning, the not the countless hours you grinded to get there cause the mechanics were rough. A good.example. for this is Lucio in overwatch wall gliding with him is super easy but the skill ceiling is endless that's how movement mechanics in game should feel,.take rocket league for example how accessible it is for entry level.players but even now the ceiling is still increasing. Also while I like the current Rebirth of indie movement shooters does every game has to take place in hell shooting demons or in a cyberpunk city against robots. Also if you haven't tried do play mirrors edge catalyst, it gives you a great feel if how movement should be
Never player Titanfall 1 and 2 but I know that the main reason the games died was because of a hacker. The developpers seeing the success of their other game, Apex Legends, gave up on the titanfall franchise. Nothing to do with "skill ceiling". I don't get why you attack them so much. Are you insecure about you own skills in fast fps ?
5:56 warzone in a nutshell lol nice middle ground solution tho man! having armor type affect movement is a great solution 😆 maybe just make wallrunning short and have a cooldown if you're still concerned about the balance. i think having both would be a good start to the alpha version of this game. your alpha & beta testers will give you the notes you need im sure so go for it! overall, the game is looking FIRE and im dying to try it 🔥
Fabulous video as always. I’m excited to see what feedback this generates! I think you’ll do a good job at finding the balance between offering a mechanic that sweaty players will use and ensuring casuals aren’t being negatively impacted by its implementation.
To fix the wall running skill gap make it an ability like dash with a certain timed cooldown to prevent prolonged jumping. Best way to keep it balanced and still useful at the right times.
Thanks so much! If you want to try it there will be a combat playtest happening in about a week on 3/19. I'll be dropping it in our discord. I'd love to get your feedback on it! =D
I think split gate’s portals had just enough skill gap to were pros could do insane plays but newcomers still had some chance. Not saying to not use wallrunning though. Just pointing out the difference in the movement systems.
hey kinda random but i have been trying to make a bhop that feels ok in unreal and i am struggling. i saw in one of your earlier videos that you added bhopping and was wondering if you could point me in the right direction. right now it only works like 50% of the time and is super janky. also i dont plan on having multiplayer so i dont know if that affects anything. -thanks and i am exited to continue seeing progress on your game!!
Hey Jonei i just playtested the game and wanted to give my feedback mainly on the movement aspect. It seems jumpsliding can be stacked infinitely which is not a good thing I could literally surf from the stonebridge to the spawn area in less than 10 seconds you don't want sweaty players zooming across the map and fighting in and out of combat try to make a cap on the momentum after trying the basic movement sets slidejumping into sliding is the sweetspot for the game . Also it seems there is a bug on the climbing mechanic in which i could wall climb horizontally like a revenant by restarting the climbing animation also in some walls i could climb higher than the normal climbing animation.
I greatly appreciate the feedback! I will be sure to work on those fixes ASAP! Is there any feedback you have in regards to the mana resource/spell casting feel?
I think that your idea of armor weights is a amazing solution, but it does hinge on whether or not character size factors into gameplay. For example, in apex, gibby and caustic have much larger hit boxes, but take much less damage, were as wraith has a smaller hit box, and a lot more of it bonus damage (the head). A similar trade-off could be applied with character creation and armor, where the larger characters take less damage (or have more health), but weigh more, and the smaller characters take more damage or (or have less health). The same principles can apply to armor. The armor should have fairly varied effects similar to destiny or Starfield, so there isn't a tight meta.
Any idea of when this game is coming out? if there was something that was like a shooter like titanfall with destruction and wallrunning plus movement, it would be so so good, wish you the best of luck on this game creation progress, the game you have made looks awesome, it needs fast ttk with weapons like magic rifles, one shot weapons, 1-4 shot ttk, quad feed's, killstreaks, this would be sick.
Think you need to take a long sit down a figure out what your true end goal and game is. Yes wall runs are cool ahd everything but does your game really need it, does it add anything and does fit into the end goal? This means you gonna have to rework your map to include wall run gameplay areas and tweak ai to counter it. Your gonna also have to figure out if you want it on specific surfaces or on every surface. If it truly needs to be in the game and balanced why not lock it to a specific class/skill tree and/or weapon. Maybe have it as a spell thats casted for a brief time giving you better over all movement. Limiting a classes/weight to spefic movement is a double edged sword which can lead to a class not being used as much as others. Anyways hope you figure it out and good luck
Then what about having diffrent levels, like dbd and fortnite ranked, you can have competitive side of the game and a goofy/casual side for the new comers. Just a players level system. Something to consider 🤷♂️
Hey man, the solution is simple. Let newbies and those who don’t want to sweat play in separate modes. Cut down on features that attract pro players in those modes so they just won't be interested and won't join.
Bro I understand what you are saying bout the skill gap in wall running but look at the current day COD players doing crazy movement just to win 1v1. I feel the reason games like titanfall didn't last was basically because the community didn't spend enough money for the company to be happy. Only 10% of players in video games spend 💰. Everyone loves games like call of duty with the boots on the ground bullshit idk 🤷🏾♂️ but most gamers do well atleast the ones thats will to spend money on them do & there for company's like EA Respond will go with what makes them the most profit🤷🏾♂️ but I understand what your saying tho but if u play a video game for 5 to 10yrs & somebody has been playing for 6 months you will most definitely beat the other player bc as games evolve with every update the skill gaps will eventually get bigger & bigger look at games like Killer Instinct the ppl that play that game now are insane even tho that game is dead now🤷🏾♂️💯 goodbye✌🏾
Lowering the skill ceiling is relative to the skill floor, that's why there's a skill gap. Of course the skill floor matters when it comes to accessibility but the skill floor is not usually the problem. Titanfall is not super hard to understand or play. it's an FPS, you can run on walls and those are both easy to do. But being brand new to the game fighting a player who has been playing for a year and has been practicing all of these insane "HIDDEN" mechanics like lurching/strafe boosts etc. That's a very different story. So no this doesn't ignore the skill floor, but skill floor is not the issue in the first place.
@@Its_Trixie_ he is tho. The skill ceiling in Titanfall 2 is pretty balanced. You don’t have to wall run. You can camp with a sniper and be invisible and take out all runners all day long.
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could you add me to you game creating
Love the idea. I would just remember that balance always has a subjective component making it impossible to achieve absolutely. Keep up the awesome work. Excited to see this launch eventually.
That's true, definitely something i need to keep in mind!! Thank you so much!! :D
You should add momentum to the movement, like for example if you do a boost then wall run the wall run should be just at fast as you were going before you started the wall run, but obviously make it so there's a minimum speed. Also you could add it so that when you're climbing you could use the boost button to do a short boost up. that would be cool@@jonei
Amazing stuff jonei! I've been working on a new UE5 project myself and find your stuff inspirational! I might just jump in the discord sometime to chat; keep up the great work bro. Never give up and keep going at it I'm sure you'll find the right balance for your game eventually, wall-running included or not LOL
Thank you so much! I'm glad you find it inspirational!! Feel free to join the cord to chat any time
jonei the professional yapper
accurate
So excited for your game to come out! Extraction shooter but with mages is awesome! Even if we have to wait years
You are right on it, the actual skill in wall running is actually traversing and shooting and planning, the not the countless hours you grinded to get there cause the mechanics were rough.
A good.example. for this is Lucio in overwatch wall gliding with him is super easy but the skill ceiling is endless that's how movement mechanics in game should feel,.take rocket league for example how accessible it is for entry level.players but even now the ceiling is still increasing.
Also while I like the current Rebirth of indie movement shooters does every game has to take place in hell shooting demons or in a cyberpunk city against robots.
Also if you haven't tried do play mirrors edge catalyst, it gives you a great feel if how movement should be
Never player Titanfall 1 and 2 but I know that the main reason the games died was because of a hacker.
The developpers seeing the success of their other game, Apex Legends, gave up on the titanfall franchise. Nothing to do with "skill ceiling".
I don't get why you attack them so much. Are you insecure about you own skills in fast fps ?
5:56 warzone in a nutshell lol nice middle ground solution tho man! having armor type affect movement is a great solution 😆 maybe just make wallrunning short and have a cooldown if you're still concerned about the balance. i think having both would be a good start to the alpha version of this game. your alpha & beta testers will give you the notes you need im sure so go for it!
overall, the game is looking FIRE and im dying to try it 🔥
Thank you so much my duuuude!! I'm excited to get it in your hands and get your feedback :D
love the editing, not sure what changed but i love it
Thank you so much man! I hired someone that is much better qualified than me xD
yeah this person's rly sick@@jonei
This is dope i hope it comes out
Hey Jonei!! long time no see. I need to be watching your videos more
It's been a minute!! I hope all is well man
@@jonei Doing well mate thank you. How’ve you been
Fabulous video as always. I’m excited to see what feedback this generates! I think you’ll do a good job at finding the balance between offering a mechanic that sweaty players will use and ensuring casuals aren’t being negatively impacted by its implementation.
Hey i know you from the discord lmao
Hey i know you from the discord lmao
Hey i know you from the discord lmao
Hey i know you from the discord lmao
@@lordaxolotl5874Dementia
To fix the wall running skill gap make it an ability like dash with a certain timed cooldown to prevent prolonged jumping. Best way to keep it balanced and still useful at the right times.
How was the progress? I wanted to play your game, it looks 🔥
Thanks so much! If you want to try it there will be a combat playtest happening in about a week on 3/19. I'll be dropping it in our discord. I'd love to get your feedback on it! =D
I think split gate’s portals had just enough skill gap to were pros could do insane plays but newcomers still had some chance. Not saying to not use wallrunning though. Just pointing out the difference in the movement systems.
hey kinda random but i have been trying to make a bhop that feels ok in unreal and i am struggling. i saw in one of your earlier videos that you added bhopping and was wondering if you could point me in the right direction. right now it only works like 50% of the time and is super janky. also i dont plan on having multiplayer so i dont know if that affects anything. -thanks and i am exited to continue seeing progress on your game!!
Hey Jonei i just playtested the game and wanted to give my feedback mainly on the movement aspect. It seems jumpsliding can be stacked infinitely which is not a good thing I could literally surf from the stonebridge to the spawn area in less than 10 seconds you don't want sweaty players zooming across the map and fighting in and out of combat try to make a cap on the momentum after trying the basic movement sets slidejumping into sliding is the sweetspot for the game . Also it seems there is a bug on the climbing mechanic in which i could wall climb horizontally like a revenant by restarting the climbing animation also in some walls i could climb higher than the normal climbing animation.
I greatly appreciate the feedback! I will be sure to work on those fixes ASAP! Is there any feedback you have in regards to the mana resource/spell casting feel?
Armor weight would be cool and more unique than the Apex type wallrunning
I think that your idea of armor weights is a amazing solution, but it does hinge on whether or not character size factors into gameplay. For example, in apex, gibby and caustic have much larger hit boxes, but take much less damage, were as wraith has a smaller hit box, and a lot more of it bonus damage (the head). A similar trade-off could be applied with character creation and armor, where the larger characters take less damage (or have more health), but weigh more, and the smaller characters take more damage or (or have less health). The same principles can apply to armor. The armor should have fairly varied effects similar to destiny or Starfield, so there isn't a tight meta.
I think that for the open work you should make a procedurally generating map, which makes it basically infinite
Any idea of when this game is coming out? if there was something that was like a shooter like titanfall with destruction and wallrunning plus movement, it would be so so good, wish you the best of luck on this game creation progress, the game you have made looks awesome, it needs fast ttk with weapons like magic rifles, one shot weapons, 1-4 shot ttk, quad feed's, killstreaks, this would be sick.
what you said about the Titanfall community is so true, not only that they defend the game with their lives
It's kinda crazy lol xD
i looooove titan fall
Think you need to take a long sit down a figure out what your true end goal and game is.
Yes wall runs are cool ahd everything but does your game really need it, does it add anything and does fit into the end goal? This means you gonna have to rework your map to include wall run gameplay areas and tweak ai to counter it. Your gonna also have to figure out if you want it on specific surfaces or on every surface.
If it truly needs to be in the game and balanced why not lock it to a specific class/skill tree and/or weapon. Maybe have it as a spell thats casted for a brief time giving you better over all movement. Limiting a classes/weight to spefic movement is a double edged sword which can lead to a class not being used as much as others.
Anyways hope you figure it out and good luck
Then what about having diffrent levels, like dbd and fortnite ranked, you can have competitive side of the game and a goofy/casual side for the new comers. Just a players level system. Something to consider 🤷♂️
Hey man, the solution is simple. Let newbies and those who don’t want to sweat play in separate modes. Cut down on features that attract pro players in those modes so they just won't be interested and won't join.
You want to do wall running like in severed steel? but movement and action is there like in ghostrunner but more fun
is game multiplayer?
That's the goal! :D
what if you turned this into an mmo
That's the plan eventually :)
Bro I understand what you are saying bout the skill gap in wall running but look at the current day COD players doing crazy movement just to win 1v1. I feel the reason games like titanfall didn't last was basically because the community didn't spend enough money for the company to be happy. Only 10% of players in video games spend 💰. Everyone loves games like call of duty with the boots on the ground bullshit idk 🤷🏾♂️ but most gamers do well atleast the ones thats will to spend money on them do & there for company's like EA Respond will go with what makes them the most profit🤷🏾♂️ but I understand what your saying tho but if u play a video game for 5 to 10yrs & somebody has been playing for 6 months you will most definitely beat the other player bc as games evolve with every update the skill gaps will eventually get bigger & bigger look at games like Killer Instinct the ppl that play that game now are insane even tho that game is dead now🤷🏾♂️💯 goodbye✌🏾
Making a game accessible means lowering the skill ceiling... ? I feel like this ignores the existence of a skill floor lol.
Lowering the skill ceiling is relative to the skill floor, that's why there's a skill gap. Of course the skill floor matters when it comes to accessibility but the skill floor is not usually the problem. Titanfall is not super hard to understand or play. it's an FPS, you can run on walls and those are both easy to do. But being brand new to the game fighting a player who has been playing for a year and has been practicing all of these insane "HIDDEN" mechanics like lurching/strafe boosts etc. That's a very different story. So no this doesn't ignore the skill floor, but skill floor is not the issue in the first place.
Someones salty
He isn’t wrong though…
@@Its_Trixie_ he is tho. The skill ceiling in Titanfall 2 is pretty balanced. You don’t have to wall run. You can camp with a sniper and be invisible and take out all runners all day long.