Hey guys, I’m working on my first game which is a skydiving simulator and need some extra brains to help me with it.
Here’s some info on the game just so you can get an idea of what I’m trying to accomplish.
- Player will spawn in a moving aircraft
- Player exits the aircraft, starting at the same speed as the plane
- While falling the player will change body position
- The body position will cause the player to turn, flip, and or accelerate in different directions
- The motions should carry momentum
For Example:
A tracking pose (flying squirrel) will accelerate the player forward, upon releasing the tracking pose speed will slowly bleed off, or more quickly if they implement a counter movement.
When the player releases the parachute, they will slow down and rotate into an upright position.
once the canopy is open it will begin to move the player forward.
- The players input will now control the canopy (parachute)
there will be three inputs variations: toggle left, toggle right, and flare. - As the player input causes the canopy to turn it will also begin to dive.
- When input is released, the turn will slow and the canopy will level off
- I want the canopy to be able to be released from the player to simulate malfunctions
Lets Begin:
Any tips on how to move the player while falling. I need to constantly be accessing the current rotation and applying rotations / movement based on the players orientation, body position, and current rotation speed.
Lets say the player is in a tracking position(belly to earth). I want to move him forward. Well local forward is now facing the ground. So that wont work. If I make the skydiveModel a child object to control it that creates other issues.
This is my first game project so if anyone is interested in watching it grow, has any tutorials that may help, or adivice/critiques, I’d love to hear it. Thanks, Andrew