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Ropes gameplay - prototype test (video) #254834
03/05/09 19:42
03/05/09 19:42
Joined: Jan 2009
Posts: 86
Brasil - RS
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DiegoFloor Offline OP
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DiegoFloor  Offline OP
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Brasil - RS
Hello
I'm working on this rope based game. The idea is to come up with a fun puzzle/action gameplay with ropes. The player fire some sort of projectile that stick to surfaces and becomes a rope (or something like that).

So far you can't even see the rope, only a dummy object for the projectile. And the rope physics is being redesigned right now, because it can go through walls the way it is.. ;P

Another thing, the player is itself a physical object (a sphere) I may change this in the future but, for now, I didn't encounter any problems with this (and it feels ok!)

In this video, you can see what I have so far: Swinging and moving up and down (wich is quite fast)

Any comments would be appreciated smile



Re: Ropes gameplay - prototype test (video) [Re: DiegoFloor] #254840
03/05/09 20:25
03/05/09 20:25
Joined: Sep 2006
Posts: 292
M
Mythran Offline
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Mythran  Offline
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Joined: Sep 2006
Posts: 292
For a puzzle it's original, but it's quiet in an eraly stage to speak about it.
I think you should place a limit to through you're rope, and some funny models... then show it. smile
The last thing, hope you find also original objectives to pass the levels.

Best Luck wink

Mythran

Re: Ropes gameplay - prototype test (video) [Re: DiegoFloor] #254841
03/05/09 20:27
03/05/09 20:27
Joined: May 2008
Posts: 301
Oxy Offline
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Oxy  Offline
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Posts: 301
The idea is really cool.
The rope needs to be visualized later of course.

You should add the feature, that the player can pull up on the rope for a limited time, until it "burts" if he takes to long to
shoot the next rope.

This way you can make an interesting timing/swing game.

Also include special objects wich are pulled by the rope, and some which move (platforms)

There should be sections where the player can rest, and where he has to make quick consecutive "swings".

Also some powerups for the ropes should be included
in the levels.

Re: Ropes gameplay - prototype test (video) [Re: Oxy] #254845
03/05/09 20:53
03/05/09 20:53
Joined: Jan 2009
Posts: 86
Brasil - RS
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DiegoFloor Offline OP
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DiegoFloor  Offline OP
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Thank you for your comments! smile

Good suggestions are always welcome (and bad ones too!)

I know I'm showing it a little too soon, but I like the 'work in progress thread' thing. laugh Is there a more appropriated forum for this?

Anyway, when I have something new/cool to show i update this thread.

Re: Ropes gameplay - prototype test (video) [Re: DiegoFloor] #254935
03/06/09 14:32
03/06/09 14:32
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

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Germany, BaWü
cool looks like a spiderman-Egoshooter^^
I really like the smooth way of movement its really cool


Visit:
schwenkschuster-design.de
Re: Ropes gameplay - prototype test (video) [Re: aztec] #254949
03/06/09 15:54
03/06/09 15:54
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Can't wait to see this with a visible rope! wink

Re: Ropes gameplay - prototype test (video) [Re: Pappenheimer] #255041
03/07/09 08:35
03/07/09 08:35
Joined: Jan 2009
Posts: 86
Brasil - RS
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DiegoFloor Offline OP
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DiegoFloor  Offline OP
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Hi smile

I'm a little upset.. because I worked for two days straight in a new new rope system. But, since I can't make it work smoothly, like this one, I had to discard it and start over. I went for a more 'brute force \ realistic' approach, with lots of segments (with PH_BALL constraint).

The reason I wanted to redesign the rope is to make the rope react more with the environment. Especially being blocked by walls or any general scenario. (This is important for gameplay reasons)

So, now I'm back with the old version (from the video). I have a few options. I could fake this effect, but I don't think that's a trivial task (or that it would be convincent enough, anyway). For now I'm assuming it's a 'special' kind of rope that disintegrates when in contact with anything else. :P

Any suggestions are very welcome! smile I shall keep this thread updated.

Re: Ropes gameplay - prototype test (video) [Re: DiegoFloor] #255046
03/07/09 09:08
03/07/09 09:08
Joined: May 2008
Posts: 301
Oxy Offline
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Oxy  Offline
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Posts: 301
If you cant make a rope, wich interacts with the environment, change it to a "tractor beam" energy kind of
thing.

When there is a block between you and the attachment point, it
cuts the connection.

This beam is easier to visualize.

Re: Ropes gameplay - prototype test (video) [Re: DiegoFloor] #255048
03/07/09 09:25
03/07/09 09:25
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
You are most probably tracing for fixing the rope at a wall, then you decide that the rope has the length between that position at the wall and the player.
When swinging with the rope against an edge you can get by this trace the distance between the player and this edge and reset the ropes length between this two points, you have to somehow store this situation for when the player later swings back, because the rope has to 'leave' the edge and get back to the former position at the wall and the former length...

Re: Ropes gameplay - prototype test (video) [Re: Pappenheimer] #255159
03/08/09 10:07
03/08/09 10:07
Joined: Jan 2009
Posts: 86
Brasil - RS
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DiegoFloor Offline OP
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DiegoFloor  Offline OP
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Joined: Jan 2009
Posts: 86
Brasil - RS
Those are indeed the best two options! laugh lol

Since I have so many things to deal with first, for now I'm making it disintegrate (because it's so much easier!)

I have some improvements to show smile

First, now is possible to pull objects with the arrow, or be pulled by moving objects. Also, there are two ropes! (left and right mouse click) wich gives some new possibilities.

The video doesn't show much.. because i'm having problems with the level editor ( thread ) wich makes it hard to come up with interesting configurations.. I'm only playing around with a cube, then.



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