#Gearflow - First person parkour game

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simple dragon
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I originally started working on this game in Godot as it was the first engine I learned. The SSD that the game was stored on died and I lost all the files after a year of working on it. I have finally started recreating it in unity as Godot isn’t quite powerful enough for the ideas that I have.

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Currently this is what I have, a relatively basic character controller with sliding and a janky vault.

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The Godot character controller had a bit snappier movement than this.
It also had the same janky vault along with wallrunning, wallkicking, and rolling.

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It also had sliding but it wasn’t much more than a crouch that didn’t make you lose your speed.

simple dragon
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got wallrunning working kinda ok, still gotta fiddle with the values cause you go up a bit too much if you wallrun right after jumping

dense rivet
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I like the style of this one

simple dragon
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Got wallkicking in, which is most of the original moveset back. I still need to work on movement tweaking a bit. I've been going back and forth from the original game to this new one and in the original one the movement felt a lot more "free" despite being technically less free.
Also the camera animations are way more intense than they need to be right now since I'm testing a new animation system with playables.

simple dragon
simple dragon
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4 new things
1: fall damage
2: rolling to negate fall damage (yay all of the moves from the original moveset are back)
3: something i might keep, a distortion effect that gets slowly applied if you are going super fast for long enough (the effect is more pronounced in the video than it is ingame)
4: if you are sliding and jump right before you fall off a ledge you get a significant speedboost and a jump height boost (its more noticeable in game)

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also a bunch of organizing code and adjusting speed values

simple dragon
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new movement option that i kinda took directly from mirrors edge. while standing still or going very slow you can hold either a or d and press space to get 3/4ths of your max speed in that direction instantly.
also little test map

jagged storm
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yo this looks awesome ❤️

simple dragon
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grappler
still needs some work but the way it works is clicking will pull you forwards and clicking and holding will let you swing

simple dragon
simple dragon
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pretty much my idea is that you have different types of gear for different body parts. arms, legs, torso, head, whatever

simple dragon
simple dragon
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learned a bit of shadergraph stuff and made an outline effect. theres 2 components to it, a normals based outline effect that only shows up on stuff closer to the camera, and a depth based outline that only shows up on the edges of your screen when you’re going fast enough

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i also reworked the grappler a bit, it used to be that every time you fired it, it would instantiate the hook and then delete it, but now the hook is attached to the grappler object at all times.
items also now instantiate a prefab when equipped and delete it when unequipped.

simple dragon
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not too much today but i got a vent prop in and i FINALLY got my animation system to play animations correctly

simple dragon
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started work on a combo system. im testing something with it where the more combo points you have, the faster your base running speed is.

simple dragon
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worked on balancing out the combo speed gain a bit to make it more noticeable, and also made the combo ui element better

simple dragon
simple dragon
kind wasp
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this is super cool, speedrunners gonns have a field day with this one

simple dragon
simple dragon
simple dragon
simple dragon
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finally working on adding arms back. im so much happier with these than i was with the ones from the godot version

simple dragon
simple dragon
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been getting burn out from programming so ive started working on some stuff that isnt as programming heavy

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the animation is pretty rough ill fix that later at some point

simple dragon
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more progress
the camera zooms super far out for now cause i didnt have time to properly animate it and i had to make sure that the drone was picking up the character properly

simple dragon
loud sand
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ive been following in the shadows for a little bit, but i must say every thing looks very clean :)

Also are you commiting to git/github? would hate to see all your progress go to waste (in case something goes wrong again)

simple dragon
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i am.

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i was also using github for the godot version, but it didnt work since opening the project after pulling it from github just crashed godot

simple dragon
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the vault has been improved
the way the previous vault worked is if there was a ledge in front of you and you pressed space, it would give you an amount of vertical speed based on your current velocity, so sometimes you wouldnt make it up.
now it calculates the upwards velocity needed to make it up to that ledge and gives that to you, and adds your velocity as a bonus.
it also has 2 differences depending on how high or low you are in relation to the ledge.
if you are higher up to the ledge you vault, if you are lower down to the ledge you ledgegrab
vaulting has a height bonus for speed, gives you a speed boost, and allows you to pass through the object if you’re going fast enough so you dont get stuck on it and lose speed.
ledgegrabbing doesnt do any of that so you lose a bit of speed, but its more meant for saving yourself from a fall.