Grapple Game - progress update

Published July 24, 2015
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grapple.jpg

Making some progress on the grappling game, as this poor quality video hopefully shows. You can run around, jump and use the grapple to pull yourself to any point in the level.



Excuse the disembodied arms. Just checking my skeletal animation stuff is working okay, before I attach them to the player. Just threw together a very rough arm model with Charm, and a basic cycling animation so I could position the arms right. I'll have to come up with a system to allow the arms to be animated independently or both together, but should be easy enough.

Its all velocity/physics based so you can use your momentum from grappling in interesting ways by releasing the grapple before you actually reach the target, which is hopefully going to be part of the game play mechanic. Its hard to capture this game in video though, firstly because you need a good framerate to get a sense of the speed, and secondly because I have obviously screwed up something in my framerate-independance code because I discovered when I was running CamStudio and the game together, I could no longer walk forward smile.png

Odd, because the game uses a fixed physics timestep so low framerate shouldn't cause that. Will have to investigate that further.

Not much to journal about here really, nothing earth shattering going on here, just a character controller based on an accumulating velocity and examination of the floor normal beneath it, and some ray casting for the grapple. But just thought I'd throw up a video now you can actually use the grapple.

I'll get the arms attached to the character tomorrow then start working on some animations to make it look like you are throwing the grapple from your hand, see how that feels.

Thanks for stopping by.
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Comments

slicer4ever
very awesome work so far, looks like it's coming along nicely!
July 25, 2015 02:00 AM
Aardvajk
Thank you. It's slow process these days. Getting older is robbing my motivation weekday evenings, although managed to get a good four hour session in last night. But I certainly don't fun-code-marathon like I used to since getting a job programming and passing 40 :)
July 25, 2015 06:50 AM
unbird

Your character controller seems to work nice. That allows for some, ... erm certain rich superhero gameplay. :lol:

July 26, 2015 07:07 PM
Eck

I remember some of the early shots of the game where you had your capsule player, and the grapple hook rope was wrapped around the level pieces about a 100 times. It looks like your current grapple effect pulls you so fast that you won't get a chance to have obstacles shorten up your rope. Is that still going to be possible? Or did you abandon that path?

P.S. I guess we know what happened to Phantom Limb's arms at least.

July 27, 2015 03:53 AM
Aardvajk

I remember some of the early shots of the game where you had your capsule player, and the grapple hook rope was wrapped around the level pieces about a 100 times. It looks like your current grapple effect pulls you so fast that you won't get a chance to have obstacles shorten up your rope. Is that still going to be possible? Or did you abandon that path?

P.S. I guess we know what happened to Phantom Limb's arms at least.


Yeah, given up on swinging or wrapping around, just having a cable that pulls you quickly towards it now.
July 27, 2015 10:07 AM
Aardvajk

Your character controller seems to work nice. That allows for some, ... erm certain rich superhero gameplay. laugh.png


Thanks. Yeah, been a lot of work to get the CC working properly but seems to be pretty stable now. No stair climbing as yet but slopes work very well.
July 27, 2015 10:07 AM
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