Like last week, this week for me was about mechanical refinement and improving the feel of the game. Grappling was reworked significantly, with the goal of making it easier to control and removing some quirks from the mechanic. Now, the connection from the grapple target to the player is not created until the player’s claw has reached the grapple target. This means if the player jumps and tries to connect to a grapple point, they can still be falling for a time. If the player has not timed their jump well, they can still fall. Last week a challenge emerged when balancing between propelling and hitting buttons as the player cannot do both and this change to grappling is a similar challenge. The grapple now also moves the player around differently and is (hopefully) easier to control. The character collider also changed from a capsule to something more resembling a cylinder. The reason for this was with the capsule collider, players could easily slide off crates and platforms. This was very frustrating. A cylinder collider means that if you land on a platform, you aren’t likely to slide off. However, a problem emerged in that if the ground was not perfectly flat, the player could not move. So a customer collider was created which has a slight bevel on the bottom. The was a happy medium between not sliding and being able to walk over uneven surfaces. A lot of time was also spent on the magnet mechanic but it was extremely difficult making this look and feel good. So we put grapple points on the blades of the turbines and tested flying between grapple points on turbines. It was immediately more fun. So we made the decision to scrap the magnet and let the grapple do its job.
Environmental mechanics also got new models. The turbine, floor fan and pressure pad all have new models and textures. The pressure pad now depresses when the player steps on it.
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September 2017
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