7 Days to Die

7 Days to Die

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Parkour jumping.
Parkour is one of the most useful perks. But it gets annoying when the ceilings are low or there are other obstacles to jumping high. You just hit your head on the ceiling and the jump fails. Sometimes this creates problems. Why don't developers check before jump? If there is an obstacle from above, then simply jump lower automatically.
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Showing 1-15 of 15 comments
Seftak Feb 1 @ 11:23am 
2
How do you want the game to know what YOU intend to do? What you are asking is for the game to connect to your brain and read what you want the game to do...

What they should do is add some key combinaisons alowing you to jump at different height to not always have to jump 2 or 3 blocks high when you only need to jump 1 block high.
Last edited by Seftak; Feb 1 @ 11:23am
Both methods might be workable... or either one. So, if the game checks for height above player and automatically limits jump height to available space above player... up to max jump height OR making use of a key to switch between normal jump and max jump height. Both ideas are good imo and probably should be suggested on the official 7d2d forum to TFP.
Originally posted by Seftak:
How do you want the game to know what YOU intend to do? What you are asking is for the game to connect to your brain and read what you want the game to do...
I meant that if you jump, then at this moment it would be good to check how high the environment allows you to jump. And limit the height of the jump so as not to hit your head on the ceiling and other obstacles.
Last edited by nanobesspark; Feb 1 @ 1:23pm
Seftak Feb 2 @ 2:20pm 
Impossible with how this game world is made. A single pixel in the uper voxel space would be counted as a full block and so prevents you from jumping up ledges or through grid like ceiling and such. Would also prevent running jump if you have any pixel over you from the place you are pressing jump even if you would totally clear it.
I only take level 2 Parkour, and if the head bump thing is happening, I crouch and jump.
meanwhile, on the nintendo entertainment system, anno 1986, one can jump small jumps by tapping the button, and one can jump big ass jumps by holding the button a bit longer.
I don't level Parkour past the 2 block jump either. That's gotta be real annoying.

You get used to certain jumps after a while. The crouch works good.
Jumping farther away from an opening so you drop down and into it becomes natural, instead of trying to stand right in front of it and jumping in.

I'm 6'3" in real life so smashing my head in the game occasionally just adds that immersion I experience IRL.
Seftak Feb 2 @ 6:56pm 
Originally posted by Dreaming Prince:
meanwhile, on the nintendo entertainment system, anno 1986, one can jump small jumps by tapping the button, and one can jump big ass jumps by holding the button a bit longer.
They are not to NES level coding yet, only Atari level. 1 button does 1 action and that's it.
If the game is constantly checking each of the tiles above you to change the behavior of your jump, it's adding another bit of processing burden, and it's already unfortunately processor-bound, not to mention its relatively poor performance on decent hardware already. If it's checking only when you jump, there's going to be a noticeable delay between you press the button and when the jump executes, and it'll feel like constant input lag as you move around. They could add a control, even with a default keybind, for a 'shorter' jump, but since crouching already does so it kinda feels like that might be a solution in search of a problem more than anything.
Add an option or basekit feature to either have Parkour's jump height boost only activate while sprinting, or to disable the boosted jump height while crouching. It's a fast, easy fix that addresses the issue and could easily have modular settings so that players can choose what functionality they prefer.
Seftak Feb 3 @ 5:10am 
Originally posted by RNG_Wizard:
Add an option or basekit feature to either have Parkour's jump height boost only activate while sprinting, or to disable the boosted jump height while crouching. It's a fast, easy fix that addresses the issue and could easily have modular settings so that players can choose what functionality they prefer.
See, here is our solution.

Crouch jump = 1 block high
Standing = 2 blocks high
Standing holding shift = 3 blocks high
Last edited by Seftak; Feb 3 @ 5:11am
It is annoying trying to jump into a window opening with high parkour. I have to use SPACE and W to try and hit the hole as I go up to hit the ceiling. Anyone watching me would have a laugh riot. Be nice if I could turn parkour on and off or if we could just climb 1 block high.
Nerevar Feb 3 @ 8:20am 
given parkour is one of the few S tier perks currently any buffs to it arent justifed no matter what.

you dont buff s tier perks. you buff the bad ones.
Originally posted by nanobesspark:
I meant that if you jump, then at this moment it would be good to check how high the environment allows you to jump. And limit the height of the jump so as not to hit your head on the ceiling and other obstacles.

On a technical level there should be no issue adding that. Do a ray cast from the player’s root bone upwards and see what it hits. All the various block shapes have an accurate enough collision mesh - that’s how you hit your head in the first place. So if the ray collides with a block, and the distance is less than the jump height, then scale the jump animation (like they already do to apply the Parkour skill) in the z dimension accordingly. Precomputing for running jumps could be more complicated but A) your trajectory is deterministic as soon as you leave the ground; and B) if they can do melee weapons that sweep out an arc over time they can handle the trajectory of a jump.

@Goldfish you only need to do this when the player hits the jump key, and it’s not going to worsen input lag. Why? Because the game already does the same thing - ray cast and see what it hits - every time you pull the trigger of a gun. And the fire rate on those gets much higher than the frequency of jumping.

Should they do this? Debatable. There are other things to code. But no way it’s impossible.

Originally posted by Seftak:
Originally posted by Dreaming Prince:
meanwhile, on the nintendo entertainment system, anno 1986, one can jump small jumps by tapping the button, and one can jump big ass jumps by holding the button a bit longer.
They are not to NES level coding yet, only Atari level. 1 button does 1 action and that's it.

If you’re not being facetious… A click and hold mechanic works just fine, as anyone who’s drawn a bow can attest. Again, should they? Meh, maybe. Can they? Yes.
It can be annoying, but you learn to work around it. Specifically, you can jump higher, meaning more alternative routes are now available h ignore for a moment you can just put blocks down :)

At this point I usually stop at 2/4 since any higher is too much and not really necessary IMO.
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