In this update3
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Full Frostory update
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Repeated intro
Hello!
What changed
- Gameplay
- Balance
- Fixes
Frostory changes
Today, I’d like to talk about how we improved the feeling of passing through doors in our game. Actually, this was something we worked on quite a while ago.
Initial State of the Door
This is the door we originally made.
How does it look? At the time, we didn’t feel anything uncomfortable or strange about it.
We only recognized the issue by chance, when we saw the door from another game.
This is from a game called Causality.
Compared to our game, doesn’t the door-passing feel look much smoother? Seeing this made us realize we needed to improve our own system.
Improving the Door Transition Feel
We made a number of fine adjustments, but the core goal was: “When passing through a door, it should never feel like control is interrupted or the character stops.”
The character shouldn’t stop when passing through a door. - Minimize fade-to-black time. - Camera should follow smoothly.
Final result
However, this section is brief because there was still more to do.
Objects Shouldn’t Hit the Door Either
You might think this is obvious, but in the early version of our game, thrown objects would bounce off doors.
Like this.
Of course, this wasn’t acceptable, so we implemented a number of improvements. The complexity came from the fact that the two doors are physically separated.
If handled poorly, this kind of issue can occur. Both the object and the player move, but it looks like the player passed through the object.
Here is the fixed version.
Recently, we also implemented passing through doors with large objects.
Thanks for reading!
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