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Rebuilding the jump system


Here's a glimpse into something I'm working on. I have started entirely rebuilding the system and logic behind the jumps to add support for a MUCH wider variety of fences than what we had in the demo. The examples in this post are just the beginning.



The first change I made has been a highly requested feature from equestrian players.

Combination obstacles now have added support for the official ABC labeling. For those who don't know what I'm talking about, here's the definition of a combination from the FEI (the international governing body of equestrian sports) rules:

In real life showjumping, fences belonging to the same combination are marked with the same number + a letter of the alphabet in order.

Along with this change, the other real-life rules regarding combinations will also be added. For example if your horse refuses jump C, you have to jump the entire combination again instead of just C.



Parallel oxers were added. This is a type of oxer where both units are at the same height. It can be jumped from either direction. In the demo all the oxers were ascending oxers which are meant to be jumped from one direction only and are easier to clear than parallels.



This one above is a hogsback jump. A hogsback is like a triple bar, but the highest pole is the middle one.



A hogsback jump with planks.

The other changes are stuff that I can't really show you, but for example the way that a jump course is generated upon spawning into the world will be lighter performance wise with the new system. The demo had issues with frames dropping when a new course was spawned.

What other kinds of jumps would you like to see in the main game?


Comments

how to play

Gaelle

Liverpools and lots of different fillers!

Karimu


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