Some of the results of these playtests were accelerated backhopping not disallowing strafe bunnyhopping, better Half-Life 2-style damage boosting (rocket jumping), wall strafing, ramp sliding and surfing, over the course of a few months, totalling a few days worth of development time plus the playtesting screenshare sessions with speedrunners. They know Source movement inside out so we got great feedback from them, allowing us to iron out some of the final bugs with accelerated backhopping, and iterate on the movement code more generally. In October 2018, we began playtesting with community members from Sourceruns, famous for their amazing speedruns of Source games like Half-Life 2 Done Quicker. This was all we needed for a long time, so besides some minor bug fixes here and there from internal playtesting feedback, movement development was largely paused for around a year. In October 2017, we implemented accelerated backhopping, and added smooth crouching transitions and footstep sounds in November. This was enough for most gameplay testing and standard development at the time, so focus was driven elsewhere – on building the game’s core features, with just occasional work relating to movement. The base movement code, defining what the majority of players would notice, was implemented very quickly, with air strafing and Source-style input acceleration in the first few days. Our journey began in late August and September 2017, when we first created the game repository. We hope documenting this will be useful to the community, so you can get an understanding of what went into writing this code – an effort largely undertaken by one person ( alongside the rest of the game’s development. Getting the code to where it is today wasn’t a completely straightforward process, but we think it was well worth it. This is just the code that defines the player’s movement in the game, and not other elements such as combat or the UI. We’re confident the game’s movement now feels just like Half-Life 2, quirks and all. Right now, in our GitHub repo, you’ll find a robust Unreal Engine 4 implementation of classic FPS movement mechanics from the Source Engine and Half-Life 2: Episode 2, along with a few improvements and bug fixes. We’re always looking for new ways to share our work and be an active part of the community, and plan to post more development blogs here about the technologies that power our game! We are pleased to announce that Project Borealis’ C++ movement code is now freely available under an open source MIT license! This is the first time we’ve published any part of our game’s code publicly, and we are super excited about it.
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