this is an amazing idea honestly another idea would to have the player kind of jolt their mouse down to simulate actually grabbing onto a ledge and hoisting themselves up with their arms instead of just jumping like in this video--they would prioritize finding other ways to get onto platforms instead of ledges because it would be kind of annoying but more realistic, since you don't always want to boost yourself up, it gets tiring
I'm working on my own project and while physics based ledge grabs don't seem like they'd work for it, you've given me some ideas about adding mixups into ledge grabbing so you can at least use it as a movement tool.
Great idea man! I think instead of pressing the spacebar when grabbing the ledge is a drawback of this approach that can be improved if you slided the mouse down while grabbing, so then the jump would be executed in the ledge grabbing state. I've loved the idea I hope this approach keeps improving overtime because makes the games more immersive and complete. Cheers dude!
I don't feel like sliding the mouse down to pull up ontop above a ledge seems the greatest to me. The mouse, I feel like, is usually for easier, lighter movements like turning around, and I feel like using the mouse to basically jump kind of undermines the feeling of power of getting over a ledge.
Yeah right now a ledge grab still has the same jump behavior as standing on the floor. I think the simplest way to make it feel more like a "pull up/vault"when on a ledge would be to just reduce the jump velocity. So you still have enough of a kick up to get onto the ledge but not as much of a kick as a regular jump.
@kimbleangus7321 and light actions like aiming light weapons like dual wielding swords, RPG rocket launchers, Shields, casting powerful spells. Anyway, I second the simplicity of just pressing the space bar to climb up while grabbing, even if the main reason to implement this is to add complexity. I still think pulling the mouse down, could be a complementary way of climbing, maybe to pull the arms down to sneak peek with the head and then press jump to climb completely.
@@DheLiriouS.ArtworkS Tying the position of the ledge grab box to the camera angle could make some intresting gameplay. Like if you're trying to grab a high ledge you have to look up at it to get the collider above it when you jump.
oh this looks neat. i had set up a collider that would let you jump to get up, it didn't work the best but felt cool when it did, so i might try this out
Having Vietnam flash backs to making my own ledge climbing or trying to also majority of games use Algorithms or collisions for ledge climbing like Dying Light
I think with the going through a slot thing, you probably should be able to move your camera once you're in, just like you'd probably able to move your eyes/head. The real constraint should probably just be the body rotation which the head/camera could be in turn be constrained to? One thing I was thinking about too while I was watching this is that you can slide along/grab [only] so narrow of a ledge. In a game it might not really matter, but maybe there's some way to replicate that in game? I'd definitely be interested to see how this mechanic as it is might work in a game. I think the thing that's cool about ledge grabs is that it makes your characters arms feel like an actual part of the player body.
Yeah I guess when the player's in a narrow gap I could decouple the camera rotation from the body and limit it to 180 degrees. I mainly want to create the feeling of being in a narrow space that limits your range of motion but I guess being able to turn your head somewhat should still be an option. The lazy option would be to add dedicated buttons for turning your head without turning your body which could also help creating the feeling of awkward movement that I want to create with narrow gaps. For limiting the narrowness of the ledge that is grabbable you could just use a colider with a slope instead of a flat box. The flat box colider will grab just about anything. A sphere would only grab things that the middle'ish area of the sphere can reach. I don't aim to create realistic climing mechanics I just want more "simple" but fiddly traversal options to have in my FPS games.
the problem is that theres realistically not enough space to turn, irl u would be forced to face one way, sure you can turn your head but not your whole body as shown in the video
Perhaps make the arms quickly move downwards until they collide with a ledge? Waiting to fall down to their height before you can clamber up seems a little awkward :)
Had a devious idea that player's could stomp other players off ledge grabs using this method.
you have a really soothing voice btw
this looks like an actually good thing
this is an amazing idea honestly
another idea would to have the player kind of jolt their mouse down to simulate actually grabbing onto a ledge and hoisting themselves up with their arms instead of just jumping like in this video--they would prioritize finding other ways to get onto platforms instead of ledges because it would be kind of annoying but more realistic, since you don't always want to boost yourself up, it gets tiring
I'm working on my own project and while physics based ledge grabs don't seem like they'd work for it, you've given me some ideas about adding mixups into ledge grabbing so you can at least use it as a movement tool.
Reminds me of Human fall flat and climbing in vr games
Great idea man! I think instead of pressing the spacebar when grabbing the ledge is a drawback of this approach that can be improved if you slided the mouse down while grabbing, so then the jump would be executed in the ledge grabbing state. I've loved the idea I hope this approach keeps improving overtime because makes the games more immersive and complete. Cheers dude!
I don't feel like sliding the mouse down to pull up ontop above a ledge seems the greatest to me. The mouse, I feel like, is usually for easier, lighter movements like turning around, and I feel like using the mouse to basically jump kind of undermines the feeling of power of getting over a ledge.
Yeah right now a ledge grab still has the same jump behavior as standing on the floor. I think the simplest way to make it feel more like a "pull up/vault"when on a ledge would be to just reduce the jump velocity. So you still have enough of a kick up to get onto the ledge but not as much of a kick as a regular jump.
@kimbleangus7321 and light actions like aiming light weapons like dual wielding swords, RPG rocket launchers, Shields, casting powerful spells. Anyway, I second the simplicity of just pressing the space bar to climb up while grabbing, even if the main reason to implement this is to add complexity. I still think pulling the mouse down, could be a complementary way of climbing, maybe to pull the arms down to sneak peek with the head and then press jump to climb completely.
@@DheLiriouS.ArtworkS Tying the position of the ledge grab box to the camera angle could make some intresting gameplay. Like if you're trying to grab a high ledge you have to look up at it to get the collider above it when you jump.
@@buildzoidsotherchannel8978 somewhat springy yeaaa
oh this looks neat. i had set up a collider that would let you jump to get up, it didn't work the best but felt cool when it did, so i might try this out
Having Vietnam flash backs to making my own ledge climbing or trying to
also majority of games use Algorithms or collisions for ledge climbing like
Dying Light
I think with the going through a slot thing, you probably should be able to move your camera once you're in, just like you'd probably able to move your eyes/head. The real constraint should probably just be the body rotation which the head/camera could be in turn be constrained to?
One thing I was thinking about too while I was watching this is that you can slide along/grab [only] so narrow of a ledge. In a game it might not really matter, but maybe there's some way to replicate that in game?
I'd definitely be interested to see how this mechanic as it is might work in a game. I think the thing that's cool about ledge grabs is that it makes your characters arms feel like an actual part of the player body.
Yeah I guess when the player's in a narrow gap I could decouple the camera rotation from the body and limit it to 180 degrees. I mainly want to create the feeling of being in a narrow space that limits your range of motion but I guess being able to turn your head somewhat should still be an option. The lazy option would be to add dedicated buttons for turning your head without turning your body which could also help creating the feeling of awkward movement that I want to create with narrow gaps.
For limiting the narrowness of the ledge that is grabbable you could just use a colider with a slope instead of a flat box. The flat box colider will grab just about anything. A sphere would only grab things that the middle'ish area of the sphere can reach.
I don't aim to create realistic climing mechanics I just want more "simple" but fiddly traversal options to have in my FPS games.
2:35 I dont see a ploblem with turning around here since u still slow down if u face the wrong way.
the problem is that theres realistically not enough space to turn, irl u would be forced to face one way, sure you can turn your head but not your whole body as shown in the video
Perhaps make the arms quickly move downwards until they collide with a ledge? Waiting to fall down to their height before you can clamber up seems a little awkward :)
2:30 add collission to the camera?
Totally agree, games should be games and not interactive movies
cool idea
this is cool
Smart!!!!
cool
you sound like stampy lol
hello