A platformer + swordfighting/fencing game. 2D Side-view. Other players are sliced realistically upon contact with your sword. (So I use that Geometry2D algorithm of mine to detect how to cut the physics body into two separate ones precisely along the cut.)
Players
Each player is a body with a few limbs attached.
- The body is actually controlled (and is probably kinematic?)
- The limbs are attached with physics joints. (I’d need some Reverse Kinematics to properly position all the parts based on where you point?)
When someone extends their sword into your shape, it’s cut in two.
- Hitting a limb simply makes it shorter. (The sword is held at the furthest point on your arm.)
- Hitting your main body immediately kills you??
When you go into turtle mode, those limbs protract. You can’t attack, but others can’t cut off your arm.
Ideas / Improvements
Obviously, there should be things dangling from ropes (or parts with a draw bridge), which you can cut. EVERYTHING in this game is done by swinging a sword and slicing stuff around you.
These are the improvements/challenges I want to make in regards to my previous games using slicing.
- Add physics joints to the game. This means ropes to cut, limbs attached to other bodies, etc.
- Find a way to texture the sliced-off pieces. (So I can actually make everything look good and realistic.)
- Build everything on the sliceable mechanic, no exceptions. This way we can fully utilize this possibility. This also means writing the code in a smart, clean way.
Controls
Keyboard
Arrow keys:
- Left = move left
- Right = move right
- Up = jump
- Down = turtle mode
One button: extend sword (in direction arrow keys are pointing)
Controller
Joystick:
- Move left/right
- Point up = autojump?
- Point down = turtle mode
One button: jump
Another button: extend sword (in direction joystick is pointing).
Alternative titles:
- Swording Matters
- Sword your Priorities
- Swordlived => actually sounds elegant and meaningful
- Sword it Out => good pun, give more party vibe