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
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.