Two players on one rope: the lighter one gets yanked, the heavier barely notices
A rope between two co-op characters sounds simple, and then it either stretches like rubber, stops one player cold against a wall, or snaps them together violently. Here is a gentle pull that grows with the stretch, a hard limit at the end, and a fair split of who moves.
Why this works
A limit that arrives suddenly feels like a wall, so the pull grows as the rope tightens and the player can feel the end coming. Sharing the final correction by weight means the heavier one moves less, which is what two real people on a rope would expect.
When not to use it
Wrong when the rope should carry weight or support a fall, as in a climbing game, where it must act as a stiff line and a pendulum. Also wrong when one player should never be dragged at all; use a limit on one side only.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Two players on one rope: the lighter one gets yanked, the heavier barely notices" (read_entry two-players-tied-by-a-rope-pull-each-other-fairly) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP