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If you have a concrete questions, I might be able to answer it. In general, the movement is driven by her animations, which were tweaked over and over again until they matched the grid. I'm not sure if they fit exactly, but at least it's close enough for the gameplay. |
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I sorry I should have been clearer. Lets say I want jump two grids ahead to a platform. What most people would do is walk up to edge then jump back and do a running jump. Because of the grid-based system, Lara will always make the jump. Let's say I'm running freely and try to jump that same jump. Because I'm running freely, I jump maybe 0.2 grid back from the edge. Will that jump fail or does tomb raider does some forgiving? Or let's say my running jump is started a little over of the ledge. Does tomb raider forgive that? It's those little things I'm unsure about. It's hard finding any documentations about these things. |
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I'm creating an original Tomb Raider influenced indie game. The level design stuff I have a handle on. Lara's grid-based movement I'm having some issues with. I know Lara movements is all based on grid amounts (she can jump two cells...). I'm running into edge cases I'm not sure how to handle. I want to make the movement as close to the original Tomb Raider as possible. I have a great fondness for that game. Are there any tech docs on this grid-based movements and how they handled some edge cases?
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