Hi! As most of you may or may not know - I am working on my game which is yet unnamed. It’s inspired by Limbo and it’s going to feature a grappling hook in-game. Here is what it looks like after around 1 hour work on it:
SEE IT IN ACTION:
VERSION 2.0 SHOWCASE!
Please let me know any feedback you’ve got!
LIGHT SHAFTS:
With Light Shafts, Bloom, Vignette, Noise and Ultra Graphics - I had 60 FPS on my Gaming Computer and 45 FPS on my Macbook with Intel HD 4000 Graphics which is absolutely amazing! I use PixelReading method for my Image Effects and it was literally unplayable a couple days ago. With all the reworking and optimization I’ve done - it’s now playable extremely smoothly with ultra high quality settings and all the image effects on at any computer almost!
Improvements I will focus on for Grappling Hook:
More dynamic swinging physics
Better circular movement
Improved distance recorder/calculator
Music:
Isaac Benjamin - Innocence (official OST producer of my game)
Please let me know any feedback/thought/suggestions you’ve got! OR you can always just say hi!
You can always also donate to vspygaming@live.com at PayPal to support me through this
Hey! I cannot simply find words to describe how much I appreciate your kind suggestions!
I have now made it more dynamic with the swinging and the animations are also all working fine without bugging out. I’ve made the rope that gets sent having a max distance according to how long the coil is. So now you’ll be able to see it dynamically increasing size while decreasing from the coil. Next goal for me is to add, as you’ve also mentioned, a ledge sticking (anchor) so that it does not literally get stuck in the air. The collisions have also been all worked out so now its more dynamic in that term as well!
The next-next goal is to make the swinging much more dynamic as you mentioned at your last point. Currently, it’s just applying extra gravity for the player if he has swung up and is staying there while not grounded. I’ll try to make some sort of spherical collider which will detect the player and make movements according to that.
Once again - thank you very much for your comment!
I think a grappling hook plugin could be a fun addition for a lot of games. It could go along with the parkour / climbing mechanisms, probably referencing the same ledges.
set optional speed for line retraction (where speed = the time it takes to retract)
if retraction speed is zero, line instantly retracts and is ready to launch again
set optional speed for lifting character
lifting feature might have optional embedded formula based on character weight and lifting power, so if character weight is increased too high (encumbrance) player can’t be lifted, or player is lifted more slowly if heavy
means of unhooking the grapnel if it didn’t hit the right ledge
means of setting grapnel at ledge at character’s feet or on a ground level object in order to rappel down a cliff or wall
Yes, the physics are going to be reworked Especially the grappling hook physics. I just had this one in order to make it look like something, sort of a test prototype so that I can keep developing the game at least Thank you for your feedback by the way! I really appreciate it