For map design, this will mean I need to ensure these interactions occur where you don't "hop" over to your death on the other side (i.e. a wall segment marked "Climb Up And Over" which has a bottomless pit on the other side :).
Not a big deal, and the nice thing is how this round out wall interactions quite nicely. My only problem is how difficult it can be to coerce animations to match target cleanly, in this case my solution was to use my own match target code to try and ensure that the player does not clip into the wall when approaching at a run, this can cause a little "snap" in transition from run -> climbUpAndOver, however it's preferable to the alternatives (clipping into wall).
Have a gander at how things are shaping up for Climb Up and Over!
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