Godot 4 - Designing AAA parkour system (part 1)

Автор - Fair Fight ссылка - От автора: This is the first video in our parkour series. Before descending into the depths of raycasting spam and movement testing, we need to prepare our controller base to hold the heavy burden of whole new level of inputs mapping. Prior, our movement buttons were responsible only for on-the-floor existence, and now suddenly we want to pilot ledge actions and rope walking with them. This means that even WASD actions have ambiguous meaning for our base controller, that some layer will need to translate into state machines transitions. So, in this introductory episode I hope to open some eyes onto Godot power to hold all those sexy parkour and climbing techniques big AAA adventure games have. Aaaalso this video doesn’t offer much of the code. Long story short, I already can wall-jump, ledge grab, ledge climb and beam/rope walk, but, a loooot needs to be said about my experience creating those states. When I started to write the script I found out that it slowly becomes more and more 50-ish minutes log, and I sworn off creating 40 minutes videos. So, I am cutting the first theory-heavy part first, and the next video will be full blown godot-heavy episode about code. If you reeeally want - you can download the repo, the project literally already in a working state. But, disclaimer, I will commit into it some final refactoring and enhancements, this isn’t the final state:
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