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Sidenote: The Road to El Dorado is ♥♥♥♥♥♥♥ amazing
Not even because i do them so often in real life, because lets be honest, very few of us actually jumps or crouches in real life, but because jumping and crouching are interactive mechanics and not being able to do them for my amusement feels limiting.
Not being able to jump in video games is like not being able to smell in real life. Even if we exclude the situations where smell is important, and just say that humans can live without it, its still a way of interaction with the world that we'd miss if we suddenly couldnt do that.
I think of jumping and crouching like that. I dont really care if it does anything, but not being able to do it feels so limiting and it takes me out of the game.
I enjoy occasionally jumping or crouching just for my own amusement, it feels interactive
How do I reload my weapon, is the demo currently bugged?
Its wack.
Also, jumping is about as integral as moving sideways. Sure you could make the argument that you could just rotate the camera and keep moving in that direction therefore sideways movement is unnecessairy, but that is stupid.
Just because you could play the game without it, because its not essential, doesnt mean it should be like that.
I love this response XD It actually reminded me of a childhood memory I had. When I was little I used to think adults couldn't jump anymore because I never saw my parents do it (never mind that I'd seen adults in movies do it).
My parents milked that for all it was worth and would tell me things like, "Oh yeah, when you get older gravity intensifies so you can't jump anymore" or "Oh yeah, if you eat too much candy you lose the ability to jump" XD
Jumping is a movement mechanic.
Ideally, a mechanic in a game should be used.
Jumping has no real use in a game like this besides platforming.
Now, the nightmare of trying to design good platforming segments in a SURVIVAL HORROR game that doesn't break the pacing of the game and doesn't suck asides, how jumping meshes with the REST of the game outside of platforming segments is a whole 'nother ball of worms that opens up its own avenue of questions, functions, and problems.
What can the player jump on that isn't specifically platforming related?
There's a lot of waist high desks, couches, chairs, and tables, and a bunch of them are big enough that enemies can't reach the player, like in FNAF Security Breach
Well, that solutions easy, just have enemies jump up with the player to continue the pursuit.
Did I say easy? Silly me. Now you have to animate jumping/climbing/falling/landing animations for all the enemies, and you also now have to program them to determine if they actually need to jump to reach the player, there's several ways to do this, but they're all time consuming to set up, and even the "easy" ways to have this set up, can even more easily lead to jank.
Not to mention how it now opens up potential ways to break the game if players somehow jump onto something that was never meant to be stood on in the first place.
This is certainly doable to put it in the game in a way that doesn't nuke functionality of everything else, but its gonna take time and money and isn't really feasible to just, carve out a potential MONTH of development time just to make this work.
OK, Easier solution. Just slap an invisible wall on objects that enemies wouldn't be able to reach the player if they jumped on them, just like they did in Security Breach!
Well now, its not so easy, because now there's 1000 things that the player should be able to jump on and can, and there's 1000 things that the player should be able to jump on but cant, and now your jumping mechanic feels forced and useless. Sort of how it is in Security Breach.
Also not to mention you have now spent several days combing through each room to determine what should be confined to INVISIBLE WALL JAIL and what will be spared.
In a movement shooter, Jumping is integral. In a platformer, Jumping is integral. In a slow paced horror game, Jumping is far from integral. Jumping does literally nothing for the gameplay loop.
There's a hidden mode called DUSK Mode. it has jumping. It physically breaks the game as the game was not designed with jumping in mind.
TLDR: Jumping is something that seems like a simple mechanic to add but it causes a whole heap of problems that likely would have taken too much time and money to reasonably fix when it isn't needed at all for the type of game MFN is,.