The world of Klepto’s thievery-based simulation got a fresh coat of paint this week; transforming it from a poor man’s Tron to something more resembling our little alien’s idea of the Wild West. If you want to survive in the Wild West, you need reliable tools and Klepto’s most important tool is his grapple arm. To this end, we made various improvements to this gadget which reduces the ways in which the grapple can become unintentionally disconnected. This included increasing the radius of the grapple point when Klepto connects and decreasing it again when disconnecting to prevent Klepto from being forcefully disconnected by leaving the collider. Additionally, instead of getting immediately disconnected when grounded, Klepto will pull himself up towards the grapple point again and continue swinging. Previously, if Klepto connected to the grapple point when he was too close, he couldn’t do anything until he lengthened his arm by disconnecting, falling, then reconnecting. This was not intuitive so this was changed to a method that pushes Klepto away from the grapple until he is at an appropriate distance to connect. Additionally, the grapple-in-range-line was adjusted so that when Klepto is nearly in range but not quite, it turns red instead of green. Obviously, a thief training simulation is not much help without a measure of how well our trainee is progressing. A time score system has been implemented which awards Klepto with a gold, silver, or bronze medal (or no medal) depending on how fast he has completed the level. The aim of this is to improve the speed running prospects of the game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
September 2017
Categories |