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Movement Validation #8 Prone-Crawl


We’ve completed the prone crawl movement validation test for Heroes & Generals.

This prototype focuses specifically on analyzing how player movement behaves while in the prone state, including crawl cadence, pacing, and how motion is physically expressed across the ground.


What This Test Covers:

Prone crawl cadence and movement pattern

Alternating push behavior and pacing


34 Views
Maya Gabrielle
Maya Gabrielle
2 days ago

Was be cool replace the jump, because the original sounds like a moon jump... without gravity. Was cool some realism

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Movement Validation #7 Stand-Prone

We’ve completed the stand ↔ prone transition validation test for Heroes & Generals.

This prototype focuses specifically on analyzing how player movement behaves when transitioning between standing and prone, including transition timing, responsiveness, and how quickly the player reaches a grounded or upright state.


What This Test Covers:

Stand → prone transition duration

Prone → stand recovery duration


59 Views

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Update Resumes Next Week

Update Timing

We want to address the recent gap in announcements over the past two weeks.

We understand that consistency matters, and we don’t take delays lightly. The reality is that we’ve been focused on internal work that required more time than expected to reach a point worth sharing publicly.

Rather than pushing out incomplete or unclear updates, we decided to hold off until we have something meaningful and representative of real progress.

What’s Next

We will have an update ready next week.


57 Views

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Movement Validation #6 Air Movement

We’ve completed the airborne movement validation test for Heroes & Generals.

This prototype focuses specifically on analyzing how player movement behaves while airborne, including how forward momentum carries through the jump and how mouse input influences player direction in the air.


What This Test Covers:

Forward momentum preservation while airborne

Airborne directional control via mouse movement


114 Views

H&G start to die when they add BOTS in the game :X :X and it has a soo much lag for south america players T_T you have a treasure on hands, please make it amazing for US :X :X

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Movement Validation #5 Run-Jump

We’ve completed the run-jump movement validation test for Heroes & Generals.

This prototype focuses specifically on replicating the forward jump behavior while sprinting from the original RetoX engine inside Unreal Engine 5 before expanding into additional movement interactions.

 

What This Test Covers:

Forward momentum carry into the jump

106 Views

nice

!


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Movement Validation #4 Stand-Jump

We’ve completed the stand-jump movement validation test for Heroes & Generals.

This prototype focuses specifically on replicating the original jump arc and airborne behavior from the RetoX engine inside Unreal Engine 5 before expanding into more complex movement scenarios.


What This Test Covers:

Jump input responsiveness (takeoff timing)

Airborne duration (hang time)


73 Views

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Movement Validation #3 Strafe

We’ve completed the next Unreal Engine movement validation test for Heroes & Generals.


This prototype focuses exclusively on replicating original strafe behavior before expanding into additional movement systems.


What This Test Covers

Initial strafe response timing (left/right input)

Lateral movement feel and groundedness


98 Views

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Movement Validation #2 Walk-Run-Stop

We’ve completed the second Unreal Engine movement validation test for Heroes & Generals.

This prototype focuses exclusively on validating acceleration, inertia, and stopping behavior from the original game before expanding into additional systems.

What This Test Covers

  • Momentum and inertia

  • Deceleration timing

93 Views

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Movement Validation #1 Stop–Walk–Stop



We’ve completed the first Unreal Engine movement validation test for Heroes & Generals.

This prototype focuses exclusively on replicating core start/stop behavior from the original game before expanding into additional systems.

What This Test Covers

  • Acceleration from standstill

  • Momentum and inertia

110 Views

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