Just made a test run on a level I’ve made recently. Playing with ground-walking bipedal character (xw_char), which is capable of walk, run and jump. Also, there’s a good, smooth camera plugged in, which can be attached to almost everything.
Yes, now we’re able to jump. I’ve decided to make ground characters able to jump. Why not, it’s qute fair in comparison with other characters, which can fly or event teleport (but can’t walk, lol). However jump system needs some fix.
There’s also another interactive actor – the way-pointer (mg_char). Most of the time the player just follows this actor. When the player is too far away it stops moving, and when the player is close – it speeds up (such a hackneyed idea).
Well, let’s look, how it all works all together. However, it turned out to be quite hard to use keyboard instead ot the joystick (okay, gamepad).
One of the first levels for the project «A Dream In The Fall». The idea is to find and capture all golems to be able to shove a stuck head. The level mostly consists of platforms and tracks, that connect the platforms. Any other area in the level is a quicksand, which pulls the player down.
The playable character for this level is a walking character (xw_char), which is capable of fast movement and overcoming most of the obstacles. It is also capable of interacting with some interactable objects, placed all over the level, which are used to capture golems.
All golems are initally deactivated, so any golem, except the first, is ought to be interacted in a certain way (well, I think it should be just a touch interaction) to become active.
The graphic component still needs serious improvements: the detail level of world geometry is very poor, especially – the textures, also the sand looks like an old heavily urinated carpet.