#Gearflow - First person parkour game
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Currently this is what I have, a relatively basic character controller with sliding and a janky vault.
The Godot character controller had a bit snappier movement than this.
It also had the same janky vault along with wallrunning, wallkicking, and rolling.
It also had sliding but it wasn’t much more than a crouch that didn’t make you lose your speed.
I hope i’m allowed to post these but for reference these are clips from various stages in development of the Godot version of this game.
2 more.
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
I like the style of this one
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.
Got the speedometer UI element in to take a break from working on movement.
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)
also a bunch of organizing code and adjusting speed values
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
yo this looks awesome ❤️
grappler
still needs some work but the way it works is clicking will pull you forwards and clicking and holding will let you swing
grappler crosshair
starting work on an inventory system
pretty much my idea is that you have different types of gear for different body parts. arms, legs, torso, head, whatever
got the inventory looking nice
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
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.
not too much today but i got a vent prop in and i FINALLY got my animation system to play animations correctly
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.
worked on balancing out the combo speed gain a bit to make it more noticeable, and also made the combo ui element better
started work on adding back the shopkeeper
he has dialogue now
this is super cool, speedrunners gonns have a field day with this one
added a haste style motion blur thing and gave ineptas face a shader.
new little parkour course and an idea for a new item that converts half of your horizontal speed into vertical speed if you use it while sliding
you can equip the grappler to your legs now but its kinda useless
also the slide jump item thing is stronger now
finally working on adding arms back. im so much happier with these than i was with the ones from the godot version
for reference these are the arms in the godot version
got 3 more animations in. wallrun, wallkick, grapple.
wallkick and grapple could use some work though
been getting burn out from programming so ive started working on some stuff that isnt as programming heavy
the animation is pretty rough ill fix that later at some point
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
the camera no longer zooms too far out
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)
i am.
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
main menu
moving platforms
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.