I have finally finished the 2.5D training program from GameDevHQ. (You can read the previous progression report here). Here are the final features implemented.
My playable character is a female named Lea. The character model was downloaded from the GameDevHQ Filebase.
As for the animations, I used adobe’s free animations from www.mixamo.com. They have a lot of free animations and almost for every action you need.
This is what my animator for the player finally looked like. From running, to jumping, to ledge grabbing to ladder climbing, to even blowing a kiss and dancing.
Before doing this feature, I always thought it to be a pretty straight forward feat, but it is not. The system we implemented is modular but not modular enough to the point where you can grab every ledge in the game. It is very suitable for platformers where you can define which ledge to grab.
I will write a detailed article about how it was done, but basically there are trigger colliders on the player and on the ledge to be grabbed. There purpose is to allow the player to ledge snap into a ledge grab idle animation; after that the player initiates the climb and his position is set to a predefined position into the ledge.
Ladder Climbing Up
It follows the same idea as the ledge climbing mechanic. The player detects a ladder, starts climbing, and once they are near the ledge, the character automatically climbs to a predefined position on the top of the ladder.
Time Trail Level
Finally I made a prototype using all what has been learnt. I created a time-trail level. I added, a timer, coins to be collected, a high score in the form of best run, and main menu screen and of course Audio.
Your goal is to collect all the coins, find the secret room, and reach the end of the level before the time ends.
You can try the webGL version of the prototype here(Adventures of Lea) on simmer.io. Enjoy.