Thread for a game I’m making based around the concept of having several different types of inflation that a character/object can have. Here are the inflation types planned, from lightest to heaviest:
Helium (self explanatory) the Character/object floats a certain distance above the ground. This distance is determined by their “level” of inflation, to keep things easy for coding.
O2: the Character/object is far lighter, making them jump higher, fall slower, and stop faster, as well as making objects far easier to push.
Normal: No inflation.
Water: The Character/object is far heavier, but also larger, making it easier to jump on said objects, and making the character sink in water, when in water, a character will slowly increase in level until they are maxed out. Jump height is lowered, as is speed, and it takes longer to stop, but due to the increased mass, some objects may be pushable in this state.
Fat: This only works for Characters. It’s far heavier, like water, but you can float on water, speed and jump height will decrease as time goes on, and the character will only lose weight by transitioning to the next/previous level.
So far I have an MVP (Minimum Viable Product), involving a placeholder capsule object, a ground plane, a death plane, a static platform, a light platform, and two heavy platforms. The heavy platforms can currently be O2 inflated through key presses as a placeholder method until I can figure out how to limit it.
I’m going to include a VERY short clip of testing the inflation out here: https://youtu.be/TNlcR_to8Xg
I will continue working on it for a while today, with a few breaks as needed.