Full notes
Full Frostory update
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What changed
- Gameplay
- Balance
Frostory changes
(Automatically translated from Korean)
Hello! In this devlog, we'd like to introduce how the flight system in the game has been improved over time.
Early Version
The early version was implemented by simply applying force using a pre-made graph. At this point, it was impossible to set a desired flight path, and the character would often land too early or overshoot the destination.
But it wasn't a major issue, so we just went with it...
Intermediate Version
As development progressed, more and more parameters were added to overcome the system's limitations.
We started reusing code from the combat AI for cutscene choreography, and that's when problems arose.
Since it was controlled physically, different results appeared each time - The character couldn't land at the exact position and would land slightly off - Tightening the landing conditions to improve accuracy caused the character to circle endlessly without landing
In combat situations, it didn't matter much if monsters couldn't land precisely. However, in choreographed cutscenes, this became a real problem... (We had to keep waiting until the character finally landed...)
Latest Version
We were able to stabilize the system with a new approach that divides acceleration and deceleration phases based on current speed and remaining distance.
As a minor but nice touch, we also synchronized the wing-flapping animation with the actual moments when force is applied. Compared to the intermediate version where wings flapped constantly, the new version looks much more natural.
We also added a feature that decelerates when encountering a cliff during flight.
The parameters have been streamlined so that the algorithm handles most cases automatically.
Here's a test using temporary code that makes the character fly to the clicked point.
Thank you for reading!
Source
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