New Player Movement

Published January 03, 2018
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We have almost completed the new movement system for our spy/farmer. Part of your adventures will take you into wilderness, mountains, and caves. To accomplish this we need to have a robust movement system that allows for cliff hanging + climbing. This video demonstrates those animations and how we hope for it to look. Keep in mind we still have camera changes that need to take place to make this smooth, but this is the general idea.

As always, thoughts and ideas are welcome! See you later.

2 likes 4 comments

Comments

lawnjelly

Looks good! :) How do you manage the grab / hanging bit?

January 04, 2018 11:29 AM
riuthamus
1 hour ago, lawnjelly said:

Looks good! :) How do you manage the grab / hanging bit?

Code wise, or just controls in game?

January 04, 2018 01:03 PM
lawnjelly

Code wise.. in terms of most jumps won't exactly hit the ledge at hand height, but you still want them to succeed.

January 04, 2018 01:56 PM
riuthamus
10 hours ago, lawnjelly said:

Code wise.. in terms of most jumps won't exactly hit the ledge at hand height, but you still want them to succeed.

In ue4 we use 2 raytraces. A forward vector raytract to see how far the cliff is from us, and a secon to see how far we are from the top. To save on memory we only do this for certain objects. We also had to enable overlap events to check for certain edge cases. From there we verify values and tweak until it looks perfect. There are tutorials online about it, however we loosly followed those and kinda winged most of it after the basics.

January 05, 2018 12:07 AM
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