@Spectrum-Programmer - Programmer
@Truckojr - Artist
@sixlegdragon - Artist
@Mystievous - Programmer
Description
The catapult is one of the core mechanics in the prototype. It sits in the middle of the main area, and starts off in a broken state. After the player finds the missing pieces, they can repair the catapult and use it to solve neighboring puzzles.
The catapult has 3 mechanics: you can rotate it, fire it, and place an item into the launch bucket. When rotating, you would hold a button down to gradually rotate the catapult around a single axis. When firing it, the item and Sigmund (if he's in the launch bucket) get thrown at an angle. You should be able to fire the catapult while standing inside the bucket (and launch yourself). For simplicity, let's say you can only load one item inside the bucket at a time.
When it comes to the launching, you can experiment with different ways of applying the velocity. As long as it is consistent enough to build the level around (always launches to the same spot if you dont move it), it should be good.
Note - even though the catapult needs to be repaired at the start, don't worry about implementing the repair system for this task. Someone else will do the repair system (since it'll definitely be reused in the future), and will hook it up to the catapult later.
Note - start with the rotation and player launch logic, and leave the item collection / launching for last. @poetahto needs to work more on spawning stickers in the world as physics objects, after which is should be easy to finish the system.
Goals
allow the player to rotate the catapult around an axis
allow the player to place an item into the bucket
launch the item in the bucket (and sigmund) to a consistent distance from the catapult
Resources
If you have rigidbodies hitting each other at high speeds, make sure "continuous collision detection" is enabled. This prevents them from clipping through each other.
You can use the OnReceiveItem event from FilteredItemTarget to detect when the player tries to place an item in the bucket.
Team
@Spectrum-Programmer - Programmer @Truckojr - Artist @sixlegdragon - Artist @Mystievous - Programmer
Description
The catapult is one of the core mechanics in the prototype. It sits in the middle of the main area, and starts off in a broken state. After the player finds the missing pieces, they can repair the catapult and use it to solve neighboring puzzles.
The catapult has 3 mechanics: you can rotate it, fire it, and place an item into the launch bucket. When rotating, you would hold a button down to gradually rotate the catapult around a single axis. When firing it, the item and Sigmund (if he's in the launch bucket) get thrown at an angle. You should be able to fire the catapult while standing inside the bucket (and launch yourself). For simplicity, let's say you can only load one item inside the bucket at a time.
When it comes to the launching, you can experiment with different ways of applying the velocity. As long as it is consistent enough to build the level around (always launches to the same spot if you dont move it), it should be good.
Note - even though the catapult needs to be repaired at the start, don't worry about implementing the repair system for this task. Someone else will do the repair system (since it'll definitely be reused in the future), and will hook it up to the catapult later.
Note - start with the rotation and player launch logic, and leave the item collection / launching for last. @poetahto needs to work more on spawning stickers in the world as physics objects, after which is should be easy to finish the system.
Goals
Resources
OnReceiveItem
event fromFilteredItemTarget
to detect when the player tries to place an item in the bucket.