Blog2021-04-22T18:18:51-07:00
2312, 2020

Grappling Hook Prototype #2

I am very happy with the direction of the new grappling rope feature. I updated the previous rope logic to include “joints” and constraints to achieve a more realistic rope-like behavior.

As you can tell from the video, the single-joint rope feels really nice, and rigid. The only downside is that it feels too stiff in some situations.

I explored the joint/chain solution by adding multiple “ropes” attached to each other. This was also a nice feature because it allows you to swing more naturally.

One thing I do not like about the multi-joint option is the elasticity of multiple constraints. It can sometimes feel like a ball connected to a rubber band, and can be very unpredictable.

I will likely pick the single-joint solution to maintain predictable swings, but contact me if you prefer the multi-joint feature more.

1312, 2020

Grappling Hook Prototype #1

The first version of the grappling hook (aka “web slinging”) is starting to take shape. As you can see, the player is able to grapple to any point, and pivot around the vector. In future updates, the grapple will eventually attach to walls exclusively, but the current solution allows for quick calculations and testing.

Now that I figured out how to use “constraints”, I would like to explore creating a chain of constraints to give the grapple a more realistic “rope” effect. The current solution feels like swinging with stiff arms rather than bendable joints.

1112, 2020

Boxel 3D Spider-Verse

I was chatting with my brother Isaiah (Kargoh) about the recent news about Spider-Man, and it got me thinking about how much I use to love everything Spider-Man related. We use to play endless amounts of all the blockbuster series on Playstation 2.

We jokingly played with the idea of adding “web slinging” to Boxel 3D, and I really loved the idea. I also use to play a game called “Worms: Armageddon”, and it had a “Ninja Rope” feature that felt just like Spider-Man.

This feature could be game-changing if we can figure out how to add this physics feature. Thankfully, the current physics engine MatterJS already supports “constraints” (aka “ropes”), so I would like to explore this option deeper. If I can get the physics feeling smooth, you can expect to see a wave of new levels coming to the game.

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