gdquest-demos / godot-platformer-2d

2d Metroidvania-inspired game for the 2019 GDquest Godot Kickstarter course project.
MIT License
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Test having the hook propel the character past the hooking point #117

Closed NathanLovato closed 5 years ago

NathanLovato commented 5 years ago

The hook mechanic used to apply a force to the character at the start of the project but the movement was unreliable. Right now it uses the arrive behavior to reach the hooking point, smoothly slowing down the player to the target.

I would change that using the follow steering behavior until the hooking point and and preserve the velocity upon reaching the target.

From Brad:

The biggest change I would like to try is boosting the momentum after hooking. This would allow for way more placements for hooks, and I think launching yourself onto a platform would just feel really good. Later upgrade could be something different (more boost, jump after hook, hook onto walls?). As it is now, hooks must be placed very close to where the player is going to land, which is almost too obvious? I'm not sure why exactly why that bugs me visually... As it is, hooks can't even be placed under platforms.

NathanLovato commented 5 years ago

WIP changes: https://github.com/GDquest/godot-metroidvania-2d/pull/122

NathanLovato commented 5 years ago

Done, and working