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Add a parameter that controls the max slope the character can walk up #42
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Imo, if we had to pick between this and #10 as a feature, I think we should pick the max slope. |
The reason I want to connect this to #10 is that setting a max slope is slipping. If the player jumps on a steep slope, we want to make them slip down. If I separate between the slope detection and the slipping down, the same two features can be used:
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I agree w this — for open game worlds like mine its very useful to be able
to say 50 degree slopes are impassable” as a hard set limit instead of
relying on wonky physics only because its very important to be able to
control player agency and esp without making invisible walls yes exactly
I see commonly this is achieved by casting multiple rays / sensors or i
suppose reading the normal of the collision in front idk
…On Thu, Feb 22, 2024 at 1:35 PM Jan Hohenheim ***@***.***> wrote:
Imo, if we had to pick between this and #10
<#10> as a feature, I think
we should pick the max slope.
While a slippery ground is a bit of a gimmick, next to every 3D game has
varying slopes, so forcing them all to use perfectly "straight" walls
everywhere the player shouldn't be able to go through is a bit of a bummer
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Okay, Okay... Here is the plan: I'll add a new
One problem I can think of with this plan is that if the game allows unlimited air dashes, these air dashes could be used to force the character up the slope. Not sure how urgent it is to address it though. |
Aah @idanarye, I see now. Didn't think of impassible slopes as slipping before, but you're totally right! |
Took me quite a while (mainly because this is PITA code and I had other stuff to work on), but it seems to be working quite nicely: Peek.2024-05-18.02-19.mp4As you can see in the video, it doesn't work very well for low slopes. But I'm not sure this usecase is important enough to make it worth fixing. At least not right now. |
Thanks for implementing it ❤️ |
I dont see any paramter for this and my character can walk up EXTREMLY steep inclines -- not good
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