In the latest build we have updated the ‘Character Controller’. “What in the world is a character controller?” you might ask, so let me explain!
Below is an image of the character colision object.
The Character Controller is the program code that handles how your character moves around in the world and how your character collides with things like trees, door frames, buildings, mountains etc. This is of course not how impacts such as bullets, explosions, knives are calculated.
Here is a short list of the features the update brings us.
- Characters slide down when standing on slopes steeper than 49°.
This eliminates a bunch of exploits related to jumping into trees or climbing almost vertical mountain sides. You can still walk on most rooftops, but anything steeper than that will result in you sliding off.
- Characters can jump a bit higher.
This is to avoid instantly sliding off the thing you jumped up on top of (if it is sloped). The resulting effect should be very similar to the previous behaviour and if we discover weird things or unintended consequences we can of course tweak it.
- Bigger coli capsule.
The pill-shape shown above. The enlargement limits the areas characters can squeeze into and improves how the graphics looks. This will help avoid characters sticking their heads and arms through walls.
- Walk/run/sprint speed is lower moving up slopes.
We have updated how character speed is calculated and lowered the speed with which you can run up steep slopes. We are currently going through the various stairs in the game and updating the collision objects to fit the new controller.
Below are 2 quick screenshots showing the size of the collision when crouching and when prone.
The capsule looks very small when prone, the reason for this is that it is used to control where you can go and as earlier mentioned NOT to calculate what happens if you are hit by bullets. When you are prone there are some additional checks to make sure you cannot crawl backwards out into thin air or back yourself into a wall.