Post #1002461
2026-04-07 20:40 UTC
I really don't need it for my own game, but I do occasionally wonder what it would take to have game levels with non-unified directions of gravity?
Inside a rotating space station would be the most obvious use case. But there's all kinds of weird gravity anomalies that could be done with it.
Replies (2)
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@beeoproblem@mastodon.gamedev.place 2026-04-07 20:47
@yora Deadcore uses gravity altering force fields as a mechanic and it's pretty neat. The game is built around parkour speedrunning so proper use of gravity fields can send you flying around the map in a fun way.
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@ArmouredWizard@dice.camp 2026-04-07 20:51
@yora I haven't looked into it myself, but I don't think it's a huge task to implement (although might be tough to get "right"). Peglin (and I suspect similar games) use "gravity wells", warping the ball(s) path as it bounces around. In an e.g. FPS, a "region" that pulls on things within it's bounds should be doable?