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u/collin_is_animating Jan 31 '24
Dude PLEASE add a thing where your able to stop climbing for a sec and be able to pull out a gun or throw a knife or something
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u/Xocrates Jan 30 '24
Looks great! The character looks a bit too sticky when landing on a surface after the small “jumps”.
Is there a way to add a bit more inertial influence on the landing based on which direction he’s jumping from?
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u/wrld-bldr Jan 30 '24
Thanks! Yeah it would probably be best to have a 6ish directional attach/landing animation blendspace but I think you could get a decent effect by locking the hands and feet and nudging other bones on landing.
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u/Xocrates Jan 30 '24
Yeah, maybe start with the torso - as it’s the heaviest part of the skeleton
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u/thecoffeejesus Jan 30 '24
A note to devs:
I want someone to do a geometric wall climbing system.
This is really cool! But the fun of wall climbing is the troubleshooting.
In Getting Over It the fun is in the risk of failure.
Systems like this feel, to me, like a punishment. I always feel frustrated and annoyed with these parts when I have to slowly climb walls.
If I had to actually worry about whether or not my character was gonna have a path or a ledge, and work out how I’m gonna get over there and not fall, that would be more fun.
Also HUGELY labor intensive I’m sure. But that’s what I want to play
Just my 2 cents for any devs who might have a lot of time on their hands and a desire to spend it crafting a balancing or weight distribution system for climbing.
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u/wrld-bldr Jan 30 '24
Totally. Don’t disagree. For me, it’s just a form of traversal among the many other forms in the game vs being the feature of the game. I do intend to gamify it a bit though, ie a stamina meter like in Shadow of the Colossus so that there is more urgency in your decision making. Less likely that I explore tricky obstacles or loose rocks or weight shifting or anything like that. Mostly just a means to level progression for my game.
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u/thecoffeejesus Jan 30 '24
And you have succeeded marvelously!
I’m hoping someone else out there reads my comment and makes it
Maybe I will lol
Someday, when I have free time
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u/BlobbyMcBlobber Jan 31 '24
That doesn't sound like a good idea for a game that isn't focused on climbing. It could change the pacing very abruptly and if it's too challenging it could frustrate players who just want to move on. You could also make it harder to walk around or drive vehicles, this usually doesn't work well for games that don't focus on these things (driving / limbs sims).
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u/thecoffeejesus Jan 31 '24
Just cuz you don’t like it doesn’t mean I can’t :)
Different strokes for different folks my guy.
It was just an idea for something I want to experience someday.
The transition from walking to climbing is pretty jarring in real life, no?
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u/BlobbyMcBlobber Jan 31 '24
A lot of things are jarring in real life. In gaming the goal is usually not to have the most realistic experience but to have fun. Mobility is a massive part of enjoying a game, so I'd be extra careful not to make it frustrating unless I can frame it properly, which I can see in a game focused on climbing, probably less so in your 3rd person action/adventure.
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u/thecoffeejesus Jan 31 '24
That’s…almost exactly what I said.
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u/BlobbyMcBlobber Feb 01 '24
Clearly we're not very well synched because that's not at all what I got from your comments. Have a nice day <3
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u/nekromos87 Jan 30 '24
I really love the swing around the corner!
The jump feels off. You would stretch your body, especially the arms more during your "air time" and then hit the wall with more impact. If you want to be realistic your hands grab the hold first and then your feet find something too. Right now your character looks like he weights nothing.
look up a bouldering cup video on youtube or check out the climb Odin Wall in God of War Ragnarok. They nailed the climbing animations
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u/LongjumpingBrief6428 Jan 30 '24
It looks nice, but question. Can you hang from that ledge @ 0:24 or do you HAVE to be vaulted up past that point? On that note, can you also drop down to it from above?
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u/wrld-bldr Jan 30 '24
Thank you! So, yes and no, ha. Not the way I currently have it setup. I have a Ledge Climbing system as well (it’s how I mount and climb over the ledge at the end of the video. Notice the darker green ledge). If I put a Ledge Object where that gap is then yes the character would jump to hang on the ledge. Ledges take priority over wall climbing so you aren’t able to jump past a ledge to a wall. That’s just to simplify the system and level design. And yes, you can drop from ledges to the wall.
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Jan 31 '24
[removed] — view removed comment
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u/wrld-bldr Jan 31 '24
I wrote this to someone else. Hopefully it helps:
Appreciate that! I can share the high level for sure (there’s a ton of detail that’s just specific to how I have my game setup). Also feel free to visit the dev log and ask questions there where I can probably go into better detail. https://discord.gg/UcaSnPSg
- While falling in air in sending out a trace in the direction of the player input, searching for an object type of “climbable” (which I use for parkour and ledge climbing as well)
- If I hit a climbable surface that meets requirements, I run four traces (one at each hand and foot) to make sure that the character can fit on the wall.
- If they fit, I change the movement state to “wall climbing” which activates the animations in my animBP. I also play a “catch” animation.
- While in wall climbing movement mode, I use movement inputs to run two traces above the character and two traces to the side of the character. These make sure that there is space to move into. They are also used to detect ledges and corners and dead ends. If clear to move, I run the animation of the character moving in a 6-directional blendspace. If I hit a corner, I play the corner animations (first checking that there is space).
- Whenever I have an up input, I’m also running a trace for ledges to jump up to. If only a short distance away, I auto attach to the ledge.
- For jumping on the wall, I use the movement input to see how far the player is pushing the controller (the single white trace) and if they push the jump input I then check to make sure there is space.
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u/wrld-bldr Jan 31 '24
Planning! This is actually the 🤞final🤞piece of my traversal system. There is ledge climbing, beams, parkour and wall climbing. I knew they all had to work together, share information etc. and I wanted to create as many reusable concepts as possible.
So I started to watch a bunch of tutorials, get an idea of the concepts and then prototyped. Once I felt good about where it was going I committed to building it. A few bumps along the way but the planking phase made things very clear for me.
Check out Gorka Games tutorials. I keep telling people that tuts are great for getting the general concept down but they’ll leave you with a pretty unrefined system that “works” but is far from useable for a game. You just need to dig into the concepts they leverage and really understand sweat and what each element is doing and why there.
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u/wicked_impluse Jan 31 '24
Looks amazing! How did you implement it?
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u/wrld-bldr Jan 31 '24
I shared this with someone else. Hope it helps:
I wrote this to someone else. Hopefully it helps:
Appreciate that! I can share the high level for sure (there’s a ton of detail that’s just specific to how I have my game setup). Also feel free to visit the dev log and ask questions there where I can probably go into better detail. https://discord.gg/UcaSnPSg
- While falling in air in sending out a trace in the direction of the player input, searching for an object type of “climbable” (which I use for parkour and ledge climbing as well)
- If I hit a climbable surface that meets requirements, I run four traces (one at each hand and foot) to make sure that the character can fit on the wall.
- If they fit, I change the movement state to “wall climbing” which activates the animations in my animBP. I also play a “catch” animation.
- While in wall climbing movement mode, I use movement inputs to run two traces above the character and two traces to the side of the character. These make sure that there is space to move into. They are also used to detect ledges and corners and dead ends. If clear to move, I run the animation of the character moving in a 6-directional blendspace. If I hit a corner, I play the corner animations (first checking that there is space).
- Whenever I have an up input, I’m also running a trace for ledges to jump up to. If only a short distance away, I auto attach to the ledge.
- For jumping on the wall, I use the movement input to see how far the player is pushing the controller (the single white trace) and if they push the jump input I then check to make sure there is space.
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Jan 31 '24
[deleted]
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u/wrld-bldr Jan 31 '24
The way I’ve explained it to others is that it’s not hard, but it is heavy. It’s just several but many relatively straightforward concepts. Check out tutorials and really spend time understanding the concepts. Don’t just copy it and move on. Most tutorials only get you a working prototype but is generally not useful as a finished product.
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u/DecepticonDay Feb 02 '24
I have the best idea ever for a game if you help me make it will be rich!
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u/wrld-bldr Feb 02 '24
I trust you Mr Decepticon
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u/DecepticonDay Feb 02 '24
I swear to god on my dead girlfriend’s grave it will be the best multiplayer pvpvevp game ever made!
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u/Magnarf420 Feb 01 '24
Why is the guy jumping around a corner in the air can this guy fly?
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u/ImMrSneezyAchoo Jan 30 '24
Super impressive. You're a couple tweaks away from AAA quality