Smartie, on 06 Jun 2025 - 03:24 AM, said:
Not sure if this explains it a bit better.. - (I mean't constant movement mode not continous as well!)
Thank you for the video, I'll check it when I can
Update on this mechanic:
Okay, so I did some work on it by implementing a hotkey based initially.
The timings were really hard to figure out on when coming from an angle and slamming the car down on the field. The speed and the coming angle would greatly change these times, so you can't really use a simple threshold.
The faster the car slams down, the less zap dash window there is. So I ended up predicting the car's suspension to see how compressed the wheels are in order to detect the "Zap Dash pop" window
And while I'm not going to reveal the whole magic here, it seems pretty consistent at timing the zap dash jump. Even when falling from high altitude.
So this is going to make aerial recoveries very strong, because as I said in the previous post, it allows you to accelerate very quickly even without boost
It can also be used be used with hotkey-based flip cancellation feature and the wavedash. Although it is tricky with the automatic flip cancel where the user initiates it by dodging themselves, because the initial car orientation matters when dodging, but will see what can be done about that.
Tested it on 30-240 fps and it seems to work well.
My only concern at the moment with it is how it will behave online when the ping is high. Since we know the zap dash depends on very precise timing, we need to detect the exact instant the wheels are at the right spot.
So then the problem here would be our client prediction vs what the server actually says. Since it's the authority here, the client might say "Jump now" for a zap dash, but the server might respond with "No, your car didn't pop when you thought".
And for that I will be thinking of a way to reduce risky zap dashes by relying on the wave dash, because the wavedash is much safer as long as there's a jump available when coming off a wall.
Edit: Tested on a 300 ping server and it seems to work well too, although you can't really fast chain them together, but that is normal. Psyonix did their best in the netcode.
The wave dash's continuous mode might become a zap-dash-chainer, will see!
We're about to see more GoS:RL users play like
Dark(?), as this is where the inspiration comes from and the value this mechanic adds to your gameplay.

Edited by Heisa, 06 June 2025 - 07:39 .
Update