I've spend the past few days at Exile (like a game jam but not a jam this year). I've envisioned having a whip in Eye of the Temple for a long time, and at Exile I began developing this whip mechanic.
In the main game, the whip is meant to be just one element in the gameplay, aiding in puzzles, like being able to grab and switch levers from a distance, and grabbing objects to pull towards you. However, for now I started out making a little self-contained game based just around the whip, so that I could focus on getting the feel right first.
At the end of Exile I had "whipped up" a little game I might call "Eye of the Temple - Whip Arena". Here's a video of the gameplay:
Implementing the whip physics was rather tricky. I've ended up with something that doesn't work quite like a real-world whip - you can't really make it do a crack in mid-air - but feels very responsive in its own way. The sound and haptics is based directly on the simulation, and I found it quite satisfying to use.
Now I'm wondering if I should take a little break from developing the full Eye of the Temple game and try to get this little arena game (which is much smaller in scope) finished and released first. I wonder if it's something people might be interested in? It definitely got positive reactions and feedback at Exile.
I'm thinking it would work well as an infinite game with high scores. There's not yet any fail condition though - I'm trying to think what might work well for that. I also need to implement some kind of bonuses and multipliers in the scoring probably.
As a side note - after spending several days prototyping and implementing this whip mechanic at Exile, I ended up with quite sore shoulders from whipping so much. ;)
If you have a Vive and would like to be an early tester of Whip Arena, let me know.
Copyright 2022 Rune Skovbo Johansen
- ► 2018 (5)
- ► 2017 (6)
- ▼ 2016 (6)
- ► 2015 (4)
- ► 2014 (8)
- ► 2013 (4)
- ► 2011 (10)
- ► 2010 (10)
- ► 2009 (7)
- ► 2008 (16)
- ► 2007 (5)
- ► 2004 (10)
- ► 2003 (4)
- ► 2002 (8)
- ► 2001 (8)