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Steam News8 March 20265mo ago

[DevLog] Flight

(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.

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Full Frostory update

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What changed

0 fixes4 additions2 changes0 removals
  • Gameplay
  • Balance
changedHello! In this devlog, we'd like to introduce how the flight system in the game has been improved over time.
addedAs development progressed, more and more parameters were added to overcome the system's limitations.
changedSince 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
addedWe were able to stabilize the system with a new approach that divides acceleration and deceleration phases based on current speed and remaining distance.
addedAs 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.
addedWe also added a feature that decelerates when encountering a cliff during flight.

Frostory changes

changedHello! In this devlog, we'd like to introduce how the flight system in the game has been improved over time.
addedAs development progressed, more and more parameters were added to overcome the system's limitations.
changedSince 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
addedWe were able to stabilize the system with a new approach that divides acceleration and deceleration phases based on current speed and remaining distance.
addedAs 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.

(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.

  1. 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...

  1. 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...)

  1. 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

Steam News / 8 March 2026

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