Appreciate the suggestions. Wall breaking is doable for the office maps because they’re modular and I can just turn off the wall, but not in the docks or a few other places because they’re polygonal, have the collisions calculated at compile time, and I don’t have it in me to write a dynamic mesh system.
Walking sideways would seem like an easy fix, though I’d have to disable the collider because it’s a capsule and is radially symmetric. Then make the animation. And add a state to the state machine for ‘going through door sideways’. (What happens if the player gets attacked in the middle of going through? What happens if they use the menu and load game in the middle of the animation? How do we detect that they want to go through the doorway instead of just past it? All solvable, just not something I want to deal with right now.)
Maybe just put a cap on the capsule size so it doesn’t exceed door sizes? At least until you figure out a more elegant solution that doesn’t involve just letting clipping happen. You could also potentially do something where they are slowed down while ‘clipping’ for a ‘squeezing through’ mechanic. Maybe even different rates of slowing depending on what level of size they’re at.
could add a helpful entity that’ll teleport the player to the other side of the door. but it’ll require getting even bigger to make it want to help you
I just had a brainwave: why not create a means of quickly losing weight, but adding a downside? Say, it easily goes overboard or can be randomized, or if you have any benefits tied to being so big they could be lost from using a weight loss item.
It easily adds to the fun by creating the question “do I risk it to lose the weight for this emergency, or is surviving the now more important than this really good thing I’ve got?”
Alternatively, it can possibly tie it to an item needed for something else and create the question “Do I need it for this more or do I need it for that more?”
Good idea. That might be the way to go. It’s really simple, just an inventory item with an interact method. I know that Trap Quest has the pink pill for when players get stuck, so this would be similar.
While probably much harder on hardware and stuff, I think the “best” solution is physics, by providing fluid or jiggle like physics, it allows some movement of the body, however I assume this is a lot of work
If I’m not mistaken I don’t think it’s that hard but I’m not remembering my time coding models so I’ll just see if the creator is able to but if I may suggest something make a little animation effect where you do ,if you want either a quicktime event or a keep moving through the door to complete the animation where you force yourself through the door but only happens when you are too big for the door
I’ve realised I sounded dumb saying that I’ll say another version
So when you exceed the size that makes it hard to fit through the door you have to do either a quick time event to get through the door or a move through the door while your character is slow but the animation gets you to the other side of the door
A small update. I’ve done a bit more writing and found a gameplay loop that’s okay. Right now it’s a lot of back and forth between exploring the offices, getting fat, and waddling back to the lab to get bigger so that you can get even bigger. I don’t think it’s quite ready for public consumption, but maybe, just maybe I’ll throw it on itch, since getting a few people playing early is supposed to be a good practice.
EDIT: Thank you for the feedback everyone! I’m going to take this down for a little while to keep people from playing the early version and will put it back up when there’s more worth exploring. I’ll post updates as they come.
I don’t know if this is really ready for public consumption but wanted to share something with the wider world at last.
I think the offices need more tuning. There’s too much wandering and stamina doesn’t last long enough in the early levels.
TODO:
Make a stamina drink that you can get from vending machines.
More office variety, including food that you can eat.
The vacuum entity needs sound effects and the transition to the player grapple is too abrupt.
Still no intro sequence.
There’s a bug where none of the Altered Items or office memos are exported and the game will crash when you enter a place that has these. (Fixed)
The build is too big to be run in the web browser. I need to optimize it or remove things.
The codex menu doesn’t update when you find new memos around the office.
There’s a broken storage room at the end of the docks.
Tbh this is a perfect little hype generator for me, ready for public consumption or not. I’ve been watching this project since you posted it, and have been very excited to play it. Enjoying what you have so far. Am curious though as to what XP does. I do agree with your statement that it’s very slow to gather in the early areas.
Can I trouble you for a screenshot of the door you’re entering?
Update: nevermind! Yeah, the labs definitely crashes and I’m not sure why. People won’t be able to use their EXP to upgrade max fill, health, or stamina without that. I don’t know if I’ll be able to debug and fix it tonight, but I’ll try.