Be a gravity ninja as you battle your friends within the pages of old story books. Run up walls and on ceilings, and then invert your gravity for a surprise attack. It's chaotic yet strategic. Sometimes, it's madness. Sometimes, it's a cat-and-mouse game. You'll laugh and swear at your friends. In Paperbound, you play as characters who come from the pages of old tales. Inside Journey to the Center of the Earth, you discover the ability to have your gravity adapt to any curved surface as you run along it. The fight continues in four other books: Skull Kingdom, Cleopatra, Myth of the Ninja, and Inferno di Dante. Paperbound will feature several dozen maps, a plethora of playable characters, and multiple game modes such as deathmatch, soccer, chase mode, and capture the flag. Paperbound has received several awards and recognition from events and prominent sites such as Rock, Paper, Shotgun and Den of Geek.

Post news Report RSS It's Nothing Until It's Something: Adding Rotating Platforms to Paperbound

It's amazing how a feature can be "almost there" but be worthless until those finishing touches are added. Follow along with us through a series of videos that show the steps it took to add a great, new feature to Paperbound.

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We experimented with rotating platforms recently, and it was a huge success! So much fun. I’d like to walk you through the development of the feature, starting with the end result and then going back to show you the steps along the way.Here’s a playtest we did the other day that proved out the fun factor.

OK, now let’s take a step back and see what we did to get there. First, there are two types of movement: straight line motion and rotation. So first I added straight line motion (the easier one).

As you can see, the player collides with the platform, which is good, but he’s sliding off it and generally not interacting with it in a fun way. We’ll get to that later, but first I wanted to get rotation in the mix, which was one of the big hurdles. Correctly handling collision with rotating objects and adjusting the player’s position accordingly was no chump task.

Great, so now we’ve got rotation. But (A) our little dude isn’t sticking to any of the moving platforms, and (B), he just kind of pops inside a block when there’s no room to move. So we’re going to address that by making the player move relative to any block he’s standing on and by squishing him to a comical death when there’s no room.

Woooo! It works. This final step is what took it from “completely not fun” to “super fun”. Then it was time to put some actual levels together and try them out, resulting in the first video.I hope you found this fun and interesting. I’m going to be posting more dev blogs like this as we move toward shipping Paperbound.

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