Moving Bridges

Moving Bridges.

I recently added a new mesh type that allows platforms to be defined by spline paths. These paths can be split into sections that move along the path in forward or reverse directions. This feature opens the opportunity for players ride on top of moving bridges discovering new places within the world.

A key challenge when creating new features for Orbliterate! is ensuring they add fun, aren't overly frustrating, and remain intuitive to use. Currently, I am not fully satisfied with these moving bridges, as they force the player to wait and easily punish them with quick falls and shatters. While I want the game to be challenging, I am unsure if this is the right way to deliver that challenge.

Alongside this feature, I added a camera follow mode so players don't have to fiddle with controls while riding a twisting bridge. I currently have a "follow from behind" option triggered by a game script, but for scenarios like this, a camera that stays perpendicular to the player's path might work better.

Finally, I added a system that generates extra background geometry. This geometry is set to "no collide," so the game skips physics calculations for it, opening up possibilities for more complex visuals without performance hits. In the video, you can see this in action with the random background columns. Moving forward, I may expand on this by adding moving background shapes zipping along to paths unknown.

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