HOOK SWING | DEVELOPING

Prototyping a Hook Swing
system with Unreal Blueprints.

HOOK SWING | DEVELOPING

Prototyping a Hook Swing
system with Unreal Blueprints.

HOOK SWING | DEVELOPING

Prototyping a Hook Swing
system with Unreal Blueprints.

Learning when failing

Learning when failing

Learning when failing

I had an idea of a 2D side scroller game where the player has to climb a snowed mountain with the help of a rope attached to a hook.


The idea never came out. But! That doesen't mean I didn't learn nothing about it.


Actually, I got to prototype the mechanics of the hook using Unreal engine, with the help of the Blueprints.


Here's how it turned out:

I had an idea of a 2D side scroller game where the player has to climb a snowed mountain with the help of a rope attached to a hook.


The idea never came out. But! That doesen't mean I didn't learn nothing about it.


Actually, I got to prototype the mechanics of the hook using Unreal engine, with the help of the Blueprints.


Here's how it turned out:

Physics and Constraints

Physics and Constraints

Physics and Constraints

The logic of the asset is the following:


1) The player throws the hook to the mouse position.


2) If the hook triggers an Attachable Point*, the hook position will be constrained to the Attachable Point position and it will activate the Player Physics.


*These are just GameObjects that have a collider.


I decided to go with Physics and Constraints for the swinging because Unreal offers some documentation about these systems that helped me prototype quicker.

The logic of the asset is the following:


1) The player throws the hook to the mouse position.


2) If the hook triggers an Attachable Point*, the hook position will be constrained to the Attachable Point position and it will activate the Player Physics.


*These are just GameObjects that have a collider.


I decided to go with Physics and Constraints for the swinging because Unreal offers some documentation about these systems that helped me prototype quicker.

A variety of settings to adjust

The asset provides various settings that you can adjust such as Rope Max Distance, Climbing Speed, Attachable Points General Radius, etc.

The asset provides various settings that you can adjust such as Rope Max Distance, Climbing Speed, Attachable Points General Radius, etc.

Instant Attach & Third Person Modes

Instant Attach & Third Person Modes

Instant Attach & Third Person Modes


I was really satisfied with the result, but I decided to do more. I implemented a mode that enabled the player to attach to the nearest Attachable Point without aiming.


After that, the last challenge was the third person. The main problem with this pov was that I couldn't use the mouse position so i decided to use raycasting instead.



I was really satisfied with the result, but I decided to do more. I implemented a mode that enabled the player to attach to the nearest Attachable Point without aiming.


After that, the last challenge was the third person. The main problem with this pov was that I couldn't use the mouse position so i decided to use raycasting instead.


Conclusions

Although I don't enjoy programming as much as the next guy, I think it's really important for designers to be able to get things done by themselves even though the result may not turn out as polished or refined in terms of coding.


Although I don't enjoy programming as much as the next guy, I think it's really important for designers to be able to get things done by themselves even though the result may not turn out as polished or refined in terms of coding.