Image Effect Unity FREE! Grappling Hook & More!

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! :slight_smile:

You can always also donate to vspygaming@live.com at PayPal to support me through this :slight_smile:

There will be a trailer for my game I guess next week! :slight_smile:

Also a video with the full OST of the game is coming soon!

The thread name will also be updated to the game name once I decide for a name to the game.

I might go for a grappling hook and line. :slight_smile:

Nice to know, thanks alot! :slight_smile: I will consider making this to an asset!

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If you vote no - I would very well likely wanna know what you could tell me to improve? :slight_smile:

A few thoughts on features for a grappling hook plugin:

  • a line to swing from that can be “toony” (a straight line) or “realistic” (curved by line weight)
  • optional grapnel object at the end
  • option to be “sticky” (line anchors on anything) or “advanced” (hook anchors only on ledges in a separate layer)
  • option to set line max / min length
  • option to “always swing” (toon style) or “swing if depth permits” (in other words, you can swing till you hit the ground)
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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! :slight_smile:

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I’ve now updated the thread with my Image Effects system I am using at Unity Free! :slight_smile:

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.

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I know, right? :smile: It could be a useful plugin and it’d be very cheap if I sold it :slight_smile:

Let me know any feedback you’ve got! :slight_smile:

More ideas:

  • 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

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Thank you so much for your kind feedback and suggestions! :smile:

The game has been greatly updated visually and soon I’ll be into the physics of the game more! :slight_smile:

Almost all of the visual updates and upgrades are done! Animation states has been reworked as well!

One minor note your idle doesn’t show the grapple line. It only appears when the character is moving.

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Well one thing I didnt like in the demo video was that the player looked way to floaty

Oh :open_mouth: Did not pay attention to that one! Thanks for noticing and letting me know! :slight_smile: I’ll fix it straight away!

Yes, the physics are going to be reworked :slight_smile: 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 :slight_smile: Thank you for your feedback by the way! I really appreciate it :slight_smile: