This week I was a lot more laid back and wanted to take a step back from producing content for the game for a few days. Throughout the week I have focused on the development of a climbing system. I looked into Ray Tracing and using Capsule Tracers.
During the week I started to develop the basic ‘climbing a ledge’ using a capsule tracer, from a target on the player characters pelvis to the top of the ledge shown by two capsules. I firstly produced a height tracer and a forward tracer.
After creating the height and forward tracers, I was able to produce a climbing a ledge event by setting up many variables like ‘Is Climbing’ and ‘Is Hanging’. Continuing on from this I added a hanging idle animation and climbing animation to eventually develop a climbing a ledge mechanic.
Further, Into the end of the week, In addition to the climbing system, I developed a side to side jump. This allowed the player to jump from one ledge to another. I duplicated the blueprint for grabbing a ledge and created a new function to jump left and right by using two arrows.
I Developed the last part of the climbing system, which was the ‘Jump Back to Ledge’ movement. I created two new functions to ‘jump back’ and to ‘turn back’. I produced an event to turn back and turn forward. Then I added the animations to the character animation blueprint.
When testing the jumping up to a second ledge, I came across a few minor problems. These included: the animations for jumping got suck and when jumping up to another ledge the hands of the player character wouldn’t connect with the top of the ledge. This could have been due to sticky keys and maybe the ledges collision. Below are two videos showing these problems.
Comparing the ladder system I produced and the climbing system, the mechanic that I will be implementing into the game will be the climbing system.
Next week, I will aim to have my contingency plan completed by the end of the week. This includes: Implementing the level into the main build, producing basic U.I and having a playable level.