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.
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.