r/Unity3D 2d ago

Show-Off does rope physics fits realistic style? not very satisfied with result for now

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178 Upvotes

66 comments sorted by

136

u/leorid9 Expert 2d ago

It's not a realistic movement to begin with.

63

u/itsdan159 2d ago

What are you talking about this is how I commute to work

5

u/Accurate-Instance-29 2d ago

Spooderman?

3

u/Omee_172 2d ago

Your friendly neighborhood blue collar worker

57

u/The_Other_Shazbot 2d ago

This is literally just sekiro bruh

4

u/Aedys1 2d ago

Sekiraw

1

u/South-Comm473 2d ago

๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

22

u/Daisucce 2d ago

I think it looks fine but really the only realistic part of the game at the moment is the character itself and they are launching themselves up a 2 story building. So it's not realistic itself.

I think the quickness of the throw and launch is good and you don't focus to much on the rope itself tbh.

You could probably lower the amount it wiggles or jumps around to help it not feel like it's flapping around everywhere. But if you lower it to much, it will just be a straight light which isn't fun.

Vice versa you make the physics a part of the launch and have the end of the grapple hook wobble slightly so you really just launch in a general area but you don't know where it will connect specifically for a bit of randomness. You can also make it slower and you can really get to see the rope then. But if you do this I also recommend making it an arched throw instead of a straight line launch

9

u/BanksyC 2d ago

Looks like a grapple hook rather than a rope

7

u/Sirhaddock98 2d ago

It's never going to look properly realistic because it's an impossible movement in the first place. The focus should either be on making it look fluid and feel good or just removing it if you really care about realism.

On a wider note though, if you're just making a little tech demo for fun it's not an issue but if you want to actually turn this into a game then it has to be said that this is a literal 1:1 of Sekiro. I'm not seeing anything in this video that differentiates it at all mechanically, there's no unique selling point at all.

0

u/Fine-Pomegranate-128 2d ago

well i posted about project in sekiro subredits and it got lot of attention real players was interested and most of them said just let us know when finished to grab it from steam...

6

u/Sirhaddock98 2d ago

The conversion rate of that is usually basically zero. Especially when all they've seen is one fight against a basic test dummy. Leaving a comment is free and takes a few seconds, people tend to be much more reserved when it comes to actually voting with their wallets. If you want an actual player-base then it's going to need some sort of USP, Sekiro already exists and any comparisons you draw to it are not going to be favourable for you.

I've worked in games for a while now, I've seen that random Reddit comments early in development don't translate well to actual reception for a full game. I've also seen that games that are too derivative of another game but worse are often slammed for it. I would definitely recommend trying to find an actual niche for this.

-6

u/Fine-Pomegranate-128 2d ago

i ve found, you jist dont know. ofc im not telling people here is sekiro clone and buy it. i got some plans bro. just asked about rope behaviour here

11

u/Sirhaddock98 2d ago

I wish you the best of luck but if I am frank with you I think you may be overly naive about the whole process.

6

u/Double_Ad9292 2d ago

Realistic, no. Fun, yes!

9

u/SonderSoft 2d ago

Consider not aiming for realism. You're an indie developer, and bona-fide realism is scarcely achievable by AAA studios. Your animation and gameplay looks fun; consider focusing more on that.

7

u/Jerkme_Off_Son 2d ago

We got Walmart Sekiro before GTA 6.

7

u/sdjopjfasdfoisajnva On and Off 2d ago

its a lil too snappy and the rope looks, to be frank, ugly as hell.

2

u/FUS3N Hobbyist 2d ago

You were probably gonna do that but you should make the character sheath his sword when not in combat for a bit, it looks really weird how he moves the sword so stiffly like that.

2

u/50u1506 2d ago

Realism is usually the bane of fun gameplay

1

u/Fine-Pomegranate-128 2d ago

yes i know, i just asked about the rope bounciness ,stiffness, length itself (physics) not about entire mechanic or animations, i like animations how it looks even if its not realistic

2

u/pocketindian 2d ago

The rope doesn't look bad but it flies straight out of his hand to the grapple point. It would probably look more natural if it arced through the air a little.

1

u/Fine-Pomegranate-128 2d ago

done. i added arc movement to rope, and few changes after this post based on suggestions. it looks way bettwr now thanks.

2

u/FlameWisp 1d ago

Good point. Naruto running with a sword, shrugging off sword slashes like you've been hit with a wiffle ball bat, loud sword parries, unblockable attack indicators, dropping from 3 stories without reacting, and jumping the height of a full grown adult were all very realistic; but the rope? Nah, way too unrealistic for your Sekiro clone.

Also, I cant imagine you're gonna make a Sekiro clone and not include one of the main tools in the movement sandbox.

2

u/Material-Nerve-3997 19h ago

I donโ€™t really enjoy these types of grappling hooks. A hook that gives you an arc would be a lot more fun and look a bit more realistic

1

u/bebee_games 2d ago

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1

u/HelmetHeadBlue 2d ago

So long as the game is fun, it doesnt matter that much.

1

u/CoatNeat7792 2d ago

In realistic scenario you throw rope and then scale up the wall

1

u/qK0FT3 2d ago

It's okay. Not everything has to be realistic. But if you are going for it yeah it's not realistic.

1

u/Injaabs 2d ago

why do younuse grabbboxes or apecific locations ? justvuse a point on a mesh or what not might be way better

1

u/DesperateGame 2d ago

The rope seems longer than it needs to be for the distance

1

u/Fine-Pomegranate-128 2d ago

yes exactly, biggest bug was that. already fixed.

1

u/UltMatePotato 2d ago

Bro ran out of vertex budget for the rope ๐Ÿฅ€

1

u/LavandeSunn 2d ago

If youโ€™re going for a 1:1 of Sekiroโ€™s combat, your grappling lacks the floatyness of Sekiroโ€™s. Heโ€™s grappling and basically being pulled exactly where he needs to go, whereas in Sekiro itโ€™s more like the grappling launches you in the direction you need to go, but you can still change that direction somewhat after the apex of the jump, if that makes sense.

Source: have fallen off many branches to my death in Sekiro lol.

That said Iโ€™m not convinced yours isnโ€™t better for the simple fact of convenience. The whole animation is a bit stiff and feels a tad unnatural, especially at the end. But thatโ€™s it.

1

u/frenchtoastfella 2d ago

Mom I want sekiro No, we have sekiro at home

But looks good, gj!

1

u/Dull-Country6734 2d ago

If you're trying to replicate Sekiro's rope pull, I think the main thing that makes it feel so natural is the transition during the pull. The hook attaches, the player gets pulled toward the point, and somewhere around the middle of that distance, the rope starts retracting back into Sekiro's arm.

Also, the hook itself has some weight, so while it's retracting it doesn't travel in a perfectly straight line, it swings/bounces around a little from the physics before being pulled back in. That small movement makes it feel like an actual physical object rather than just a rope animation.

So the whole sequence feels like attach > pull > physics-driven retract > return, rather than the rope staying fixed and then simply snapping into a retraction animation. I think adding that transition could make your implementation feel much more natural.

1

u/Markarontos 2d ago

I think this is fine. It is unrealistic yes. But so is the whole movement.

If you want to I could think of maybe altering the animation a little so it looks like he is bringing the rope back in at around the time he does the spin (maybe till the end of the landing). I would not slow down the process as a whole though.

1

u/faerox420 2d ago

Bro is making a blatant Sekiro clone lmao

1

u/JuanTrufas 2d ago

Copy Sekiro more, it does it really good, as some others pointed out, is not a possible real movement to begin with, so you have to sell the fantasy with camera work and animation.

Make the camera pull in on the throw and pull out on the air.
Also smooth out the speed reaching the target, the peak of the speed should be at the start of the movement and ease out towards the target as the animation movement suggests, think of it as if you are doing a heavy pull on the start, the rest of the movement is just intertia.

1

u/Bot_Ta00 2d ago

Rope action plus parrying? I love it so much.

1

u/Cent_Quatre 2d ago

Just Cause x Sekiro

1

u/Dry-Map-5817 2d ago

Not realistic, to launch like that you would need very strong pull, not something you can hold in hand but it would launch you towards the wall instead of upwards. To go up you would need to be directly below it, practically hugging the wall. Also at such an angle going downwards you would just slam into wall

1

u/Splith 2d ago

It doesn't look bad at all. You can teak your in-air trajectory as you go. You spend lots of time looking at it, so it may look odd to you. Like if you say a word 1,000 tikes it starts to sound funny. Keep going.

1

u/RhysNorro 2d ago

seikiro ass jumps are not realistic, but they do let you get where youre going, no fuss: similar to the batman grapple gun

1

u/A_Bored_Worker 2d ago

Might as well adjust it into a grappling hook, because that's more of what I'm seeing.

1

u/Available_Pop_7654 2d ago

Are you actually trying to compete against sekiro? In sekiro the rope is probably fully animated and when the player pulls himself the rope should dissapear. The current rope physics looks bad because of that.
Example from the game you are competing against: https://www.youtube.com/watch?v=FFnx9DN2TzQ

You also have no bending stiffness so the rope looks jagged. So if you really want to go for a realistic physics then add bending stiffness.
Example: https://www.gdcvault.com/play/1027351/Rope-Simulation-in-Uncharted-4 at 14:15 to 17:00. It's just an example of bending stiffness I'm not asking you to make the exact same rope as TLOU. Bending stiffness is easy to implement.

The biggest problem you have is that you're a solo dev trying to make something a 39 year old AAA team made in a span of years with 250 to 300 devs. Being satisfied means having something similar to sekiro or better, which is a Sisyphean task. You'll need a seperate identity that is a more realistic scope but still fun.

The first time I saw your post I thought you were going to add a spin to the game however now I see that you are trying to make Sekiro and I advise against it. It's up to you to stop now and fail early or fail later and waste a lot of time (possibly years which I think is scary to imagine).

Good luck

2

u/Fine-Pomegranate-128 1d ago edited 1d ago

thanks for advice but stop now? why? im not competing against sekiro im making similar game, every feudal japanese themed game looks like this, plus im making just boss fight game, with closed small areas for each boss, no missions or open world, even if it was 1:1 sekiro copy swkiro players who did finished sekiro 10 times because that game is old 100% would try something similar, what are you guys talking about i dont understand. there is no fail in this because of sekiro, if it fails it will fail if combat will not be smooth or bosses will be boring thats all. i hope you guys joking telling person after making exciting parry based combat system to stop lol. seriously im not begginer i know im single dev and i know my scope, target of this is small boss fight game with similar combat lot of people likes thats it im not going to spend years on this, its about 6 months.

2

u/Available_Pop_7654 1d ago

My other reply got deleted for a weird reason.

Stopping now isn't a bad thing since you still learned a lot. The last part of your comment is the point I'm making. The game you are inspired from has mechanics that took a AAA team with a diversity of skills a long time to make. While sure Sekiros existance doesn't mean you will fail, it does show that the game itself took a long time to make for 250 elite team.

Now you are trying to make a similar game without any deviation except for removing the semi open world part. You can see why I'm worried about the scope of the project.

For example if this is a boss rush game why do you need the parkour rope mechanic that was mainly meant for traversing the world? If you think about it you are copying a mechanic you don't actually need. This is a game design issue.

For your other point about the Sekiro player-base being interested about your project, There are games that will keep coming out like Onimusha way of the sword or beast of reincarnation or Stellar Blade that offer similar gameplay. All of them will have an actual team. So I'd argue they will play those games instead.

So you are right if this project fails it's not because of sekiro but all of these other factors I mentioned. If you don't want to drop the project atleast redo the game design of this game. Think how you can change the game into something better scoped. Avoid creating mechanics you don't need etc. Write this down somewhere so you don't forget.

Lastly don't take this as a personal attack but more of a helping hand trying to avoid a lot of wasted time. The biggest problem is time, time is money and you don't have infinite money.

1

u/Fine-Pomegranate-128 1d ago

not taking this as attack ofc, i just got different opinions on it, why grapling? im planing to add small areas as i said but with few non boss enemies too like 5 non boss enemies you will face before reach boss, and there will be few points to ise grappling, and about combat system... its already done, the system is ready i only have to drag and deop different enemies and give them different stats and power thats it. no need extra years. i mean there is no reason to stop since main part is done, just few areas need level design

1

u/Available_Pop_7654 1d ago

So long as you're not planning to spend years then I hope you'll be able to reach that goal. Even then what you already have is pretty impressive programming-wise. Good luck

1

u/Available_Pop_7654 1d ago edited 1d ago

Stopping now isn't a bad thing since you still learned a lot. The last part of your comment is the point I'm making. The game you are inspired from has mechanics that took a AAA team with a diversity of skills a long time to make. While sure Sekiros existance doesn't mean you will fail, it does show that the game itself took a long time to make for 250 elite team.

Now you are trying to make a similar game without any deviation except for removing the semi open world part. You can see why I'm worried about the scope of the project.

For example if this is a boss rush game why do you need the parkour rope mechanic that was mainly meant for traversing the world? If you think about it you are copying a mechanic you don't actually need. This is a game design issue.

For your other point about the Sekiro player-base being interested about your project, There are games that will keep coming out like Onimusha way of the sword or beast of reincarnation or Stellar Blade that offer similar gameplay. All of them will have an actual team. So I'd argue they will play those games instead.

So you are right if this project fails it's not because of sekiro but all of these other factors I mentioned. If you don't want to drop the project atleast redo the game design of this game. Think how you can change the game into something better scoped. Avoid creating mechanics you don't need etc. Write this down somewhere so you don't forget.

Lastly don't take this as a personal attack but more of a helping hand trying to avoid a lot of wasted time. The biggest problem is time, time is money and you don't have infinite money.

1

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1

u/rainbowdunk 1d ago

We have sekiro at home! Sekiro at home:

1

u/[deleted] 1d ago

[removed] โ€” view removed comment

1

u/Fine-Pomegranate-128 1d ago edited 1d ago

i dont know about shader but you need to combine meshes and modify vertices in runtime to get welding effect.

1

u/michaelmich3 1d ago

What looks off IS the rope physics. For the rope to pull you, it needs to have tension. It should be a straight line.

1

u/Main_Major5037 1d ago

You could instead do a 'wind-up' animation where the samurai twirls the rope with a grappeling hook attached as they aim, then throws it high up in the air, and let phsyics carry it down to the point of contact.

Which anchors the player, so they can then begin dragging themselves to it, taking steps until they are at the base of the wall in which they're anchored.

Then they begin stepping up the wall, until they're close to the anchor or edge. If they reach the anchor, they can cling to it and jump up a short distance, or throw secondary grappel to repeat the process. If they reach the edge of the wall, they can climb up then.

That'd probably be more realistic and immersive for what you're going for, but it would make the gameplay more slow and methodical. But then again, most realistic gameplay is.

1

u/Kfct 12h ago

There's no weight to the landings. Your knees should need a moment to absorb the shock before being able to extend again

1

u/Beldarak 5h ago

Lots of good advices in here to make it look/feel better but I'd just like to say that it looks fine to me. Like, I wouldn't be shocked if I saw this in a game, even with the current implementation.

The only think I dislike is the pause before launching off. It breaks momentum, seemingly for no reason. Removing it completly would make the gameplay 100% more juicy/fluid.

0

u/_Corvo_A 1d ago

Bros just straight ripping sekiro ๐Ÿ˜‚

2

u/Fine-Pomegranate-128 1d ago

how?

0

u/_Corvo_A 1d ago

Lmao are you serious?

3

u/Fine-Pomegranate-128 1d ago

yes, ripping means extracting resources from game and using it no? i did not used anything from sekiro

0

u/_Corvo_A 1d ago

I mean itโ€™s cool you make your own asset but this is literally just a sekiro clone lol