Swing between buildings on a grappling hook #240

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opened 2026-10-26 09:01:54 +00:00 by sermuns · 0 comments
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The campus is full of short gaps that take a long walk: between the wings of a building, across the river, from the tower to the roof below. A grappling hook turns those gaps into a movement puzzle. It is also a gadget that asks the player to read the geometry, which is the fun part.

How it fits. The crosshair already resolves what is under it, and the baked world already knows every solid and tree. A valid anchor is a surface the bake owns, so the hook cannot attach to a player, a moving vehicle or a prop. The walker stays a wall-distance body; a rope adds a distance constraint and a swing state, with the rope drawn as a curve from hand to hook. Reeling shortens the constraint, so a pull to a ledge can hand off to the climbing work.

Scope.

  • Fire, miss, anchor, swing, reel in and out, release.
  • A hook that visibly flies out and bites the surface.
  • Anchor rules from baked solids and trees; no anchors on players, rides or thin air.
  • A swing that carries speed into a jump, and a release that carries momentum into a jump.
  • A pull-to-ledge handoff when climbing exists.
  • A cooldown after a miss, so it is not a slower way to fly.

Related. #213 (climbing), #145 (skydiving), #110 (physics), #229 (speed streaks), #71 (zip line).

The campus is full of short gaps that take a long walk: between the wings of a building, across the river, from the tower to the roof below. A grappling hook turns those gaps into a movement puzzle. It is also a gadget that asks the player to read the geometry, which is the fun part. **How it fits.** The crosshair already resolves what is under it, and the baked world already knows every solid and tree. A valid anchor is a surface the bake owns, so the hook cannot attach to a player, a moving vehicle or a prop. The walker stays a wall-distance body; a rope adds a distance constraint and a swing state, with the rope drawn as a curve from hand to hook. Reeling shortens the constraint, so a pull to a ledge can hand off to the climbing work. **Scope.** - Fire, miss, anchor, swing, reel in and out, release. - A hook that visibly flies out and bites the surface. - Anchor rules from baked solids and trees; no anchors on players, rides or thin air. - A swing that carries speed into a jump, and a release that carries momentum into a jump. - A pull-to-ledge handoff when climbing exists. - A cooldown after a miss, so it is not a slower way to fly. **Related.** #213 (climbing), #145 (skydiving), #110 (physics), #229 (speed streaks), #71 (zip line).
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