Posted on March 18, 2019 by the_hack
The flick jump is Glitch’s version of the UT dodge, albeit a higher, slower floatier one. This dodge is not executed with any separate keys or a double tap. Rather it takes into consideration your mouse speed on the lateral axis at the time of jump, as well as the direction of aim at the time of jump. It adds an impulse corresponding to the mouse speed, to the direction of aim, at the time of jump.
It can only be performed around walk speed.
The momentum preserved in Quake’s movement system can be viscerally enjoyable. I spent months trying to implement strafe jumping into UT, but it was always too easy to get a gameplay/map breaking amount of speed by starting your run with a dodge. UTs movement system just works better as a more linear, start-stop system, extensible as it is by all kinds of walljumpery.
Conversely, being used to UT, I was frustrated by the lack of immediate speed in quake, especially in combat situations. While this in itself is not bad, just different in that you have to plan ahead and position yourself better, I wondered what could be changed, given that a dodge does not particularly work with strafe jumping and autojump.
Glitch’s flick can’t be used as effectively as a dodge. A dodge can be performed sideways so that you are still facing your opponent while performing a fast evasive action. To achieve the same action in glitch, you have to direct your aim to the direction you want to dodge in, and then back again after, in a flick like motion. It is also not linear like a UT dodge that has a set speed, and so demands more precision.
In this way the movement is positioned somewhere between UT and Quake, with less emphasis on close combat evasive movement than UT, but more dynamic and energised close counters than Quake.