December 11th Update (Patreon)
Content
I still need to work out how exactly I want the system to activate, but for now if there character is running, it will work automatically if you get close enough to a ledge.
While I still need to build some special cases, the actual animation for the system is done.
I'm nore sure how much I've explained it, but the system actually queries a detected obstacle to determine its type. Based on the type of obstacle, the direction of the obstacle in relation to the player, and the distance, it will play the correct animation and move the player accordingly. The nice thing about this is as I get different obstacle types, their logic can be added to the system easily.
This is logic for the basic climbing and grabbing as it is now.
I think the next step would be adding logic to hop over fences or waist high walls. That should be rather easy and require only one or two different cases.
I did end up tailoring the system for my specific project more as I went, and I do want to go back and make it a bit more drag and drop generic, so I'll probably be doing that in the near future. I promised blueprints, and I'd like to give you something useful that works!
I know this isn't exactly exciting stuff, and not a lot of sexy new stuff, but I do want to get all these base systems set in stone, so that I can devote all my time to just new content!
As always I'd love to hear and comments, critiques, questions, etc!