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New project prototype

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Aardvajk

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I've been working on a very rough prototype for my new game idea. The basic concept is 2D platformer with a "fire anywhere" grappling hook than you can swing about on.

Please try the demo and let me know what you think:


A - Left
D - Right
W - Jump / Retract rope
S - Extend rope

Left Mouse - Fire rope at mouse cursor. Hold left mouse when grapple is attached to a wall to stick, release left mouse to retract.

Alt-F4 - Exit


I think this is a pretty good basis to build upon for a platform game really and it's something I've wanted to write for years, but it has only been since recently learning a bit about 2D vector maths that I've been able to figure it out.

Obviously there would be proper graphics, and while the map is made up of blocks, there is no theoretical restriction on the shapes of the blocks, so some quite interesting shaped levels can be constructed.
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That works really well. I think you could do with adding some kind of limit on the grapple to add a bit of risk to using it e.g. a time limit. Good start though.

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A good start, ES. One thing that I really think would add a lot more to the idea is having velocity persist if you detach your grapple in mid-swing. Currently it feels like every time you detach your grapple, you're a dead weight in the air again. Looking forward to where you take this. [smile]

(I recommend doing some reading on mass-springs. Having a grappling 'thing' that feels less like a metal rod that's extending and more like an actual rope (like String Theory's) would go a long way.)

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Quote:
Original post by HopeDagger
One thing that I really think would add a lot more to the idea is having velocity persist if you detach your grapple in mid-swing. Currently it feels like every time you detach your grapple, you're a dead weight in the air again.


I do agree. Thankfully, tweaking the gravity and velocity damping is pretty trivial, so this can be played about with in the final project. Velocity does actually persist in the current prototype, it's just that gravity and lateral deceleration are set quite high.

Quote:
Original post by HopeDagger
(I recommend doing some reading on mass-springs. Having a grappling 'thing' that feels less like a metal rod that's extending and more like an actual rope (like String Theory's) would go a long way.)


Well, I hear what you are saying and appreciate as ever the constructive criticism, but I've decided that I want this game to be based around a character with an extendable rigid arm (insert dirty jokes here) for the following reasons:

a) Proper string is mathematically quite hard to do. This is the least of the reasons since I'm sure a bit of research would have it sorted.
b) Proper string seems pretty hard to draw with Direct3D to me - I have no idea how to draw convincing curves with Direct3D short of drawing lots and lots of very short lines, which might impact on performance.
c) The mighty String Theory pretty much owns proper string in games from my point of view and I don't want this project to seem like it is apeing one of my personal favourite ever indie games.
d) A rigid arm does open up a few game possibilities that bendy string does not, such as lifting yourself straight upwards.

I could keep rationalising all day. Sufficie to say, we're going with the simpler alternative for this game [smile].

Cheers for all the comments (to all of you).

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