The map is a vertical side-view of a randomly generated climbing wall.
Goal
Be the first to reach the top.
Movement
You automatically have a rotating circle around you.
- Press your button to fix its rotation and start powering up.
- Release to make the jump.
Climbing Rules
You automatically snap to any handholds you pass. (Unless you go “too fast” and fly by them, perhaps.)
The generation algorithm ensures handholds are never too close or too far apart.
Algorithm sketch:
- We can just start with X handholds at ground level—where players start—and then simply “jump up”. (Don’t allow going back, don’t pick spots too close to other parts.)
- Continue until every player has a “path” to the top.
- Then fill in gaps and empty spaces with more handholds.
Details
The camera follows the first (“highest”) player, always.
If this ever means you end up off-screen, you’re eliminated for that round.
(Or some softer reset/punishment, like it resets you to a higher handhold but gives a time penalty.)
Players can collide. If you jump to the same thing, if you fall weird, you can bump each other off.
There are some simple special handholds, like,
- Explodes when you leave it (blowing away others/permanently removed now)
- Can only be grabbed when falling
- Limits your directions / changes your possible movement from here.