A Quick Return to Freepath


For a while, Freepath has been set aside while I tried out some other ideas and (most recently) put together the first releases of Click for Biscuits; but I still really like the project and have been starting to feel ready to get rolling on it again.

Basically all of the movement code for the character has been rebuilt -- it was a bit of a tangled mess before, and was hard to tune and add to (which is a big issue for a game that is so focused on being able to move around the world fluidly). It's quite a bit cleaner now, and a lot of clunky hacks from earlier versions have been replaced by much more streamlined implementations.

I've been pulling back from the smoother more natural looking shapes even for outdoor areas too. Part of this is motivated by wanting to keep the geometry simple to work with, but it's also much easier to understand how things like wall jumping and wall running will work on surfaces that are flat or nearly flat (as opposed to curvy boulders with all sorts of nooks and crannies).

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