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WoA V Day 2

IYP

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So we had a good progress today, i implemented the jump helper so the jumps are easier, newt implemented the menus and few other stuff and the artists started working on the character model. So it may not seem much of a progress but it is XD. With the jump helper implemented i feel a huge weight lifted off my shoulders XD, so we have video of me jumping around on dominoes.

We also got some of the mechanics implemented, such as pushing the dominoes and rotating them, though the rotation is still buggy.

We also thought of a competitive game mode where you play with other players and try to destroy their castles and they can defend their castles by rotating or pushing the dominoes, but that's for later, we may implement it after the basic single player is implemented with several levels.

Also with the jump helper being flexible we decided on having 3 levels of difficulty so every one can play it, even the noobs.

Here's a video (still uploading so may not be there yet, so check out later XD):
https://youtu.be/p2T3BlBSoo8



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Wow, that jump-helper looks really effective! I'm guessing that each domino has some sort of detector, and that when the player-character overlaps such a detector the character is translated onto the top of the domino?

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4 hours ago, Thaumaturge said:

Wow, that jump-helper looks really effective! I'm guessing that each domino has some sort of detector, and that when the player-character overlaps such a detector the character is translated onto the top of the domino?

Nah, thought of translating the player, but thought it would look unreal, decided not to go for that. So the thing I went for was that the character finds the target domino you're going to jump up on and then calculates optimum speed you need to reach it, then a little less speed is given and some force directs you to the top of the domino. So the less the speed and more the force directing you, the easier the jump. xD

Thanks for the feed back xD

 

Edited by IYP

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2 hours ago, IYP said:

Nah, thought of translating the player, but thought it would look unreal, decided not to go for that. So the thing I went for was that the character finds the target domino you're going to jump up on and then calculates optimum speed you need to reach it, then a little less speed is given and some force directs you to the top of the domino. So the less the speed and more the force directing you, the easier the jump. xD

Thanks for the feed back xD

 

Not a problem! ^_^

Ah, your method does make more sense, I think. I see that it is possible to miss, however--does that happen when the player's jump results in no target domino being found?

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9 minutes ago, Thaumaturge said:

Not a problem! ^_^

Ah, your method does make more sense, I think. I see that it is possible to miss, however--does that happen when the player's jump results in no target domino being found?

Without the target the jump is with the default sprint speed, which is the maximum speed of the jump from the jump helper as well, so the jump is without any problem even if the target is not set.

Jump without target actually can happen at corners, since the targeting cone is very limited ATM, but works well for now, with a little practice almost every one can do the normal difficulty, the easy mode needs no practice, but with the mechanics of rotating and pushing the dominoes things get trickier, since player has more to do.

Soon i'll post a video on that as well xD

 

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I see--but I meant to ask: It's clearly possible to miss a domino, even with the help. How does missing happen? Since the game is adjusting as appropriate, why does every jump not land the player on a domino? (I'm not saying that it should; I imagine that the intention is that landing on a domino is intended to take some skill.)

 

(Unless your answer above does cover this, and I'm just not seeing it, perhaps due to tiredness, in which case my apologies! ^^; )

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54 minutes ago, Thaumaturge said:

I see--but I meant to ask: It's clearly possible to miss a domino, even with the help. How does missing happen? Since the game is adjusting as appropriate, why does every jump not land the player on a domino? (I'm not saying that it should; I imagine that the intention is that landing on a domino is intended to take some skill.)

 

(Unless your answer above does cover this, and I'm just not seeing it, perhaps due to tiredness, in which case my apologies! ^^; )

Sorry i didn't get the question first time xD, even though the velocity calculated by the helper is completely enough to take the player to the target domino the direction to which the velocity is applied is decided by the player, with the character's forward vector, so you have the power, but you're the one deciding where to apply it xD, apply it wrong and you fall of the domino.

Edited by IYP

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25 minutes ago, IYP said:

 

Sorry i didn't get the question first time xD, even though the velocity calculated by the helper is completely enough to take the player to the target domino the direction to which the velocity is applied is decided by the player, with the character's forward vector, so you have the power, but you're the one deciding where to apply it xD, apply it wrong and you fall of the domino.

Ah, I see--so aim well, and you should get onto the domino. Aim poorly, and you may well miss. Nice, and thank you for explaining! ^_^

Edited by Thaumaturge

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