Image Update: Moving Tripwire
Scenery in《Drifting》
Moving Tripwire
(depending on the actor's property setting, tripwire can be moved either by players actively triggering it or automatically moving by itself)
Besides narrative purpose, part of the reasons I've decided to make the game world covered with a large ocean plane is to rationalize the usage of grappling hook and wall running. Although the game is designed around these two mechanics from the very beginning, I wanted players to feel these mechanics are there not just for convenience but essential tools for their traversing ability - an instant death ocean plane greatly facilitate that purpose.
(since dynamic tripwires could potentially cover a large area of a level, I need to optimize its collision detection behavior to allow a large number of tripwires active simultaneously without costing too much CPU time)
Unfortunately, the same trick cannot apply to levels that are too high for the ocean plane to pose an immediate threat to players. To solve this problem, I've created a moving tripwire actor to fulfill the same role as the ocean plane at high altitude levels. Compare to the instant death ocean plane, the moving tripwire is not as lethal - only deals damage if players or NPCs touched its wire, however, the moving direction of the tripwire could be either horizontal or vertical or something in between, which created a more challenging task for players to get around with it.
I wish you enjoy this week's update, have a great weekend and stay healthy! =)
Get 《Drifting : Weight of Feathers》
《Drifting : Weight of Feathers》
3rd-person action, fluid animation, versatile movement
Status | In development |
Author | rit2040 |
Genre | Action, Shooter |
Tags | 3D, Fast-Paced, Female Protagonist, Parkour, Singleplayer, Third-Person Shooter, ue4, Unreal Engine |
Languages | English |
More posts
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