Player Arms - BIGBOSSKANE/Body_Builder_Game GitHub Wiki
Guide:
- Implemented Feature - This feature has been implemented into the game
- Core Feature - This feature is a necessary aspect of the game
- Optional Feature - This feature is optional, and can be implemented later
- Conceptual Feature - This feature will need some work before it is ready to be implemented
- Scrapped Feature - This feature should not be used, although aspects of it could be recycled
Player Arms
Arms
With just arms and a head, your character can now jump 2/5 the height of what you could with legs, but you are shorter and slightly slower than if you also had legs. Without legs, the base of your torso elevates slightly into your chest, and a ball bearing wheel pops out of the base of the abdomen (there is no overall height change to the character. Rather than the initial idea of using the arms as pseudo-legs, the ball bearing cuts animation required and allows them to retain all functionality without legs. Arm movement will be the same as when running, but slightly slower). The ball bearing can be on a telescoped pole connected to the torso to maintain the height of our current colliders.
Most arms allow you to pick up and carry a box by standing next to it and pressing the "Left Mouse Button" whilst your mouse is hovering above it, clicking once more to drop it. You can also do this by pressing the "F" key whilst standing adjacent to a box you are facing, then "F" again to drop the box. Most arms will also allow you to climb on surfaces with handholds, including both walls and ceilings. To do so, you must press the direction of that surface as you collide with it (through running or jumping). Pressing the opposite direction or the jump button will cause your character to fall. If the player has legs whilst holding onto wall handholds, they can wall jump away from the wall. If the player has legs whilst holding onto roof handholds, they can press "Spacebar" to drop their legs, which can be useful for antagonising enemies or activating buttons below. The player cannot perform either of these tasks simultaneously, or whilst using an arm component's special ability.
Only the Cannon arms will be unable to perform these tasks, allowing us to limit the player's combat capabilities to certain areas, and prevent them from using aggression to bypass more puzzle or platform-centric aspects of the level.
When equipped with arms that have an active ability, and whilst away from a box, you can aim using the cursor relative to the character controller, and use that ability by pressing the "Left Mouse Button". When connecting with other pieces, the arms have the second-highest position-snap priority (that is, it will always snap above the position of any legs it comes in contact with).
Artillery - Optional Feature
Can be used to pick up objects and climb handholds.
Clicking and holding the left click button causes the arms to fold up over your head, and your legs to lock in place. You can then aim your arms (which have combined to become an artillery barrel containing your head). The barrel will angle towards your mouse, and a dotted line detailing the path of motion (accounting for the arc caused by gravity) of the head when it is fired will show (slowly fading with distance). If another key is pressed, the form will revert back to normal, otherwise, clicking the mouse button again will fire your head along the prescribed path, effectively detaching the legs and arms from the player controller.
Basic - Implemented Feature
Can be used to pick up objects and climb handholds.
These arms have no special ability.
Cannon - Optional Feature
Cannot be used to pick up objects, or climb handholds. This allows us to limit the players combat prowess to specific areas, and then force them to once again platform or solve their way around enemies.
Allows you to charge and fire projectiles by pointing with the cursor, and holding and releasing the "Left Mouse Button", with a short distance aiming indicator. Projectiles are unaffected by gravity and can be used to temporarily activate buttons, or kill enemies.
Lifter - Implemented Feature
Can be used to pick up objects and climb handholds.
Able to hold up doors or pick up heavy cubes (indicated by orange colour and heavy symbol), or punch through damaged walls. The lifter arms need to look very large and powerful and have a primarily orange colour scheme to visually link them with environmental features they are specialised in interacting with.
Tether - Scrapped Feature
Can be used to pick up objects and climb handholds.
Fire a grappling hook towards the cursor position by pressing the "Left Mouse Button". If you hit a designated anchor point, the grapple will remain attached, allowing you to swing across gaps. If you are on the ground and have fired the grapple successfully at an anchor point, you will not be pulled towards it, you must either jump off of the edge of your platform to swing. Alternatively, whilst on the ground, and connected to a grappling point, you can press the "Spacebar" button to disconnect your arms and legs (instead of just legs) and then roll along the rope as a head (which becomes a solid platform, connecting the arms and the anchor point.
While tethered, you also act as a lightning conductor to the target, so you can detach and use your body as a sacrifice to charge a power cell.
Shield - Implemented Feature
Can be used to pick up objects and climb handholds.
Allows you to create a circular forcefield around you upon pressing the "Right Mouse Button". While the shield is active, it absorbs environmental and enemy laser fire and then redirects it in the direction of your cursor (both absorbing and emitting from the edge of the forcefield).