Movement Physics feedback thread

Hey everyone! Hope you’re enjoying the new creative tools!

Recently, the team made adjustments to the physics system and added tools that enable classic obbys (obstacle courses) and parkour games—something we’ve all seen and loved. We believe this will help us better understand the game’s physics and how to make it even more fun.

We’d love your feedback on:

  • Superblocks Interactions: How do they feel? What would you like to see added or changed?
  • Camera Behavior: Does it follow your avatar smoothly? Any annoyances?
  • Movement Mechanics: Jump height, general mobility, and block interactions—too floaty? Too stiff?

Drop your thoughts below! I’ll be reviewing everything carefully.

superblock interactions are fun but i wish they had been implemented in a different way.
like instead of having to choose between “trampoline low, trampoline medium, trampoline high” you just had a single “trampoline” option that let you change the amount either with a slider or with a number. same thing for the other superblocks

im generally bad at explaining things so here’s a mockup i made in ms paint to get my idea across better

7 Likes

the camera’s mostly fine
i do think it would benefit from a sensibility option on the menu, and a keybind like shiftlock from roblox, but apart from that the only actual issue it has is that sometimes when you tab out and back into the game the zoom in and out controls will flip (scroll up zooming out instead of in and vice versa), im not sure if thats a bug that you guys have been notified of yet

on the topic of movement though - its definitely accurate to kogama but i would not say thats a good thing, it feels abit too floaty and also stiff at the same time, its kinda hard not to notice how you lose all momentum when you hit the ground regardless of your velocity. the other aspects of movement seem fine on my opinion

4 Likes

okay from further testing i have more things to add, which are more bugs than anything but i feel like theyre worth addresing:
-if you jump, land, and then walk into a trampoline while already having lost all vertical momentum you still get boosted upwards
-the trampolines in general are kinda finicky? sometimes despite pressing space you just lose all vertical velocity and start bouncing lower and lower regardless of what you do until you stop
-if you walk downwards in an instakill slope you dont die but if you walk upwards you do

by the way not completely related to the topic but i think it would be a good idea to pin this thread in place of the 0.1.0 feedback one

4 Likes

Jump height is fine to me, but i guess the ground movement lacks some basic friction(Momentum).

Other thing that stills bothers me its how collision works, you can’t straight walk on a stairs model(even if the cube size of step is too small); this also make platforming a bit clunky. Correct me if im wrong, but isn’t that related to the hitbox not being a capsule?

4 Likes

I agree with many, I simply can’t walk on the created model, the level of blocks of which is not very different… (I’m afraid of stairs)

if we discuss what else can be added, then the easiest is new behavior - invisibility. Yes, the block will simply become invisible, as mentioned above with the settings you can edit the transparency of block (from 0 to 100). This will make life easier for people creating parkours, or for those who need glass in game.

Well, about the superblocks, I think they are pretty polished, except for the wall jump one, which is extremely difficult to time correctly, even when combining it with the behavior of holding onto the wall. Also, sometimes the character gets stuck on small objects, like grass or ladders.

2 Likes

Superblocks Interactions

At moment block behaviors feel very off, maybe it’s due movement being floaty or something else related to it. Walljump is only concerning right now as it’s very not responsive with character, I would change that no matter what direction you face to it you can bounce off as long you are in connect with block AND make no delay or very minimal once it detects it’s in touch you can bounce it off, because at moment it’s almost impossible to bounce off any wall.

Damage blocks could have options in behavior tab like for Burning right, you should be able to change how much damage you take from touching block and perhaps be able to also change delay how often it hits you with damage.
(I noticed as writing @webal has made concept of what I meant in this message)

Camera Behavior

Camera is too snappy when you scroll back and forth to character, I feel that should be changed so that it has way smoother feel when adjusting it, but other than that it feels great while playing.

Movement Mechanics

I feel there definitely needs changes to movement so that it feels heavier because now it feel too floaty and too fast for main movement OR can keep it as it is BUT could use gravity and speed change as feature for each game individually and other properties for movement.

It is in right direction, because I already have so much fun fooling around in play mode, but hopefully could bring ability to change completely yourself game movement in project settings, like everything for it - for example possible air strafing from Source Engine games or anything you can imagine from other games anyone been passionate of to have in their own game.