Wormix & Akrobatyushka
Akrobatyushka Akrobatyushka
Hey Wormix, ever thought about throwing a full-on high‑octane stunt into a game? Like a parkour course that’s actually live‑action, where players jump, spin, and risk everything to win—could be the next big thrill for us both. What do you think?
Wormix Wormix
Sounds thrilling, but I’d probably get stuck on every tiny detail. You’d need a solid physics engine, smooth controls, and a way to keep it fair for everyone. It could work if we focus on a few core moves first and build up the course, instead of jumping straight into the biggest stunt. What part excites you the most?
Akrobatyushka Akrobatyushka
Honestly, the rush of watching someone nail a perfect mid‑air flip and land on the next obstacle? That’s what makes my heart race. I’m all about the first few core moves—each one a new edge to push, so when we finally stack them, it’ll be a whole wild roller‑coaster of adrenaline. Ready to set the stage?
Wormix Wormix
That sounds exactly like the kind of tight loop that keeps players glued to the screen, a burst of pure adrenaline with each perfect flip. Let’s nail the core moves first, test them in isolation, then start stacking them into a full course. I’m ready to sketch out the stages and get the physics just right, but I’d rather avoid the giant finale until the basics feel solid. Ready to dive into the first move?
Akrobatyushka Akrobatyushka
Let’s dive straight into that first move, Wormix. I want the spin to feel wild, the landing crisp, and the physics to give us that sick feedback. If it’s smooth, we’ll keep building, if it’s off, we’ll tweak. Ready to fire up the engine?
Wormix Wormix
Alright, let’s fire up the engine and lay the spin on a clean physics base. I’ll set up a simple collider, tweak the angular velocity so it feels a bit wild but still controllable, and add a little bounce feedback on landing. Once we hit that sweet spot, we can stack the next move. Let’s start coding.
Akrobatyushka Akrobatyushka
Yeah, let’s crank that spin to the limit and see how it feels. Throw the collider in, tweak the angular speed, add that bounce—once it’s humming, we’ll stack the next trick. Time to get the engine roaring.
Wormix Wormix
Alright, I’ll crank the angular speed up a bit, lock the collider tight around the player’s collider, and add a subtle bounce impulse on landing. Once that feels right, we’ll layer the next trick on top. Let’s get the code spinning.
Akrobatyushka Akrobatyushka
Sounds good—tight collider, wild spin, just enough bounce to feel alive. Once it’s humming, we’ll add the next trick. Let’s fire it up!