#Game physics engines
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Do you know which game avatar is this ? Checkout on https://Gamepodcasts.com and play online games
#Free online games#Best mobile games#PC gaming accessories#Upcoming video games#Gaming laptops under $1000#Top indie games#VR gaming experiences#Cloud gaming services#Esports tournaments 2025#Retro gaming consoles#Game development tutorials#Mobile game monetization#Gaming headset reviews#Speedrunning communities#Game streaming tips#Best RPG games 2025#Gaming chair ergonomics#Cross-platform multiplayer games#Game design courses#Mobile game development tools#Gaming keyboard features#Top gaming podcasts#Indie game funding sources#Game localization services#Gaming industry news#Best co-op games#Game art portfolios#Gaming mouse DPI settings#Video game music composers#Game physics engines
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Teaser for the Element Cattos sandbox game!
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STE(A)M Meeting
Engineer: What if we added Art to STEM, so it says STEAM? Like a STEAM ENGINE?
Biologist: but i like stems…
Physicist: Sorry, but STEAM’s got my vote. I approve of all 7(ish?) phases of water. I think.
Computer Scientist: I vote for STEAM too, #PC gaming master race
Set Theorist: I will also vote in favor of increasingly large collections of seemingly unrelated things.
Education Professor: That's all very... dumb. F-. But, I have a pretty good idea on how to use the A so I'll vote for it too!
Biologist: :(
Artist: wtf, why am I here? What kinda nerdy sausage party is this?
Education Professor: (on hands and knees) PLEASE PLEASE PLEASE MAKE OUR CURRICULUMS LESS BORING I DON'T KNOW HOW TO STOP ALL MY STUDENTS FALLING ASLEEP IF THEY CAN'T BE CREATIVE PLEASE
#science#biology#physics#art#engineering#scientists sitcom#PC Gaming Master Race#computer science#education#STEM#STEAM#Set Theory
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Trying to find a good setting for ragdolling. Which do you think looks the best?
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Welcome to the environmental lore photo collection that took me three weeks to do! We shall see if we can fit all the photos in!
Okay! For purposes of this compilation I'll not be talking about either seasonal areas or the war! Because those are whole separate topics, and well...

We know enough. Also, I had to lighten several photos, so they might look slightly off to experienced players. It's so you can see!
So, the very first area -

Forgive the quality, this is their second compression lmao. As you can see, we start off with pretty standard Sky Kingdom architecture - blue stone with pale blue paint, topped with gold almost-spikes. There's a landing area from valley (middle left) but it's almost entirely flooded with cloud so good luck landing on it now lol. An overhead walkway (bottom left) that only appears elsewhere in the valley citadel and skate race. Unsurprising, given the proximity.
The interesting things are the campfire, the lanterns, and the broken bridge (top left, right, and bottom right respectively).
The huge campfire and the rows of lanterns speak of low light levels and temperatures. The nature of the wasteland is pollution and corruption, so it's easy to think the thick, dark cloud layer blocking out the sun is a result of that, and thus came about later in the timeline. But it seems to be early enough that ancestors made their own countermeasures to the darkness.
The broken bridge, of course, led down. It's sizable. I wonder what it looked like, before the hurricane? Perhaps they used shuttle boats like the village of dreams? Unlikely - there's no boat debris anywhere on either side, but it's an interesting thought. Either way, it tells us the hurricane wasn't always there...

^ Enter the wasteland proper, and you're met with this. Everything is half buried in sand, the water is toxic, and there's not a candle to be seen (except of course on cake days, as you will see later XD) - this will remain true for the whole realm. Under the hooked arch in the bottom pic is the sapling (clinging on for dear life, surely) and the dock leading to Enchantment.
What purpose the listing building in the centre pic does, I don't know, but if you squint under the left arch in the bottom picture, you'll see there's another one (with nothing inside). Given its placement, it could be assumed one had to pass through it to reach the main entrance. It's highly unlikely they were homes.
Similarly, all those giant broken arches could have enclosed a vast area the size of a small town (figuratively, if we consider the dream village and the aviary) - they're all pointing at each other (as best they can). Valley has proven the smaller version of these are to be walked on, so perhaps guards or manta riders could patrol on them? You do crashland enter under the only standing arch, after all.
The paths, centre right, also seem to be doing badly. Their solidity and thickness means they're not simple flagstones or paving like other areas in sky - they're heavy duty, lined with I believe to be more of that golden metal that bent instead of crumbled. They were built over unsteady ground. Whether that be the sand and toxic water they sit in now or just normal water remains to be seen.
If you look left, you'll see a distant... Factory of some kind. Middle left picture. Pipes leading in or out of it. Whatever it is, production, water purification, waste disposal, it probably doesn't work anymore. If you've played Journey (sky's predecessor), it's strongly reminiscent of an area where you build a temporary bridge connecting the broken arches so you can cross into the enormous building ahead. It's a fantastic sense of scale, to realise that this ancient civilisation ringed a significant portion of way around the base of this gargantuan mountain.

Half buried statues guard the crumbling entrance - smaller than the gigantic ones in the valley stadium, but pretty much the same otherwise lol. Given the amount of buried rubble around them and the chasm in the stone above, did something burst in... Or out? The mystery isn't solved on the inside, but at least the corridor isn't completely blocked. Sky kid (me!) for scale! It's interesting, how apart from the obviously ceremonial dramatic valley statues, these are the first things we see of anything resembling combat or even weapons. A culture which has a concept of militaristic might. They're guarding something important. (Vault, duh.)

No! Unlike what you'd think, the important thing becomes clear immediately. The collosal, toppled bell (I always wondered if they were hollow), the odd ceremonial structure it landed by (top left), those funny diamond bells (top right, top left if you squint), the studded cylinders (bottom left). The hastily stacked rubble blocking the krill's sight (bottom middle), the ripped open roof (bottom right).

It's identical to the forest elder shrine. This is a temple. Could this have been the original location of the wasteland elder shrine? The only remaining proof of a secret eighth elder, now subsumed?... A cool shaped building the architects took and ran with? We don't know. Whatever it was, it was clearly of great import. Most likely ceremonial, or for worship, or, heck, the equivalent of a podium specifically for big grand speeches. When the roof was there, it was an enormous, grand room, guarded by stern stone giants twice over and blocked by the same great doors that hide the forest glade. The ones that light up and spin and only open after meditating and meeting the elder...
There's no sign of those doors now, which is impressive. Probably where they got the stone for the krill blockade and the hiding places along the little bridge. Good thing they're gone, then, because those magic hinges seem to have run out of juice and gone dark. My theory is they were there to keep people out - a barrier between the last traces of peace and the battle torn graveyard we're about to walk into. (Another potential point in the 'prev wasteland elder location' - an ancestor would have to pass through him to enter, and the enemy on the way out.)
There's pipes now, too - I can only believe they were a later addition, given how haphazardly they coat the walls, and the industrial pollution aesthetic much more suited to the grimy, bleak wastes of today than the gilded ceremonial hall this once was.

Just off the left after the main temple area, there's a large room, ceiling also torn off. I can only describe them as pedestals, but what stood on them I don't know. My first thought when I found this place as a moth was a wardrobe/constellation/friend constellation thing, but it's??? Eh. If it were statues, they're long gone with no sign, and they're not big enough for anything mobile. This room served a function, that much is clear, but if decorative or practical I doubt we'll ever know.

^ The graveyard. This is its actual name, I believe. Fitting. The wasteland title promised us Vault, that's all this place is now good for, so that must be the vault we see looming in the background, tower reaching into the low clouds. (If you've played Journey, you're already familiar with the tower idea, so it's easy to slot the two together.)
Here you'll find, uh, krill. There's four here, the highest concentration of krill in all sky lmao. You'll find giant skeletons. You'll find sand. Toxic water. And that's kind of it.
Interesting things abound, however! There's a fleet of sunken, broken boats (middle left), a campfire now overgrown with dark plants (not shown) and a giant crab roasting campfire with a poor, beloathed by the community, crab loving spirit (middle). We can only assume he's the one who built the campfire! Thanks dude! Please have an easier relived memory! (should we call it a seance??) Now, given the guy is an elderly dude who carries a guitar and spends his time chasing crabs all across the dang map, he's probably not a warrior. Heck, with the amount of crabs, he probably arrived after the pipes. After the war, even? On the middle right pic is the weirdly undecorated entrance to the sunken ship.

Of course I looked at the skeletons and compared them! Each wasteland one had tiny scratches or notches in the spine spikes, and yes they aren't there on the other, but otherwise the size and shapes are identical! These skeletons are whales, as proven by the skeleton in forest haunted by the whale whisperer! The poor forest whale died of head injury colliding with the building, so there's every chance these guys were also used in warfare for similar reasons - maybe even specifically bred to fight the krill - but it could also have been a tragedy of mass extinction during what turned the graveyard into what it is today. :( That you can find a Rythm spirit in a skull tells us the troupe came about a LONG time after the deaths.

^ To the shipwreck! The first pic I caught during the shard event (though they landed all the way in prairie!) lol. It looks so ominous... Outside of the seasonal enchantment beauty, this is the biggest vessel in the game, and much more utilitarian. Unlike SS Enchantment, this thing was a tanker, not a home for those on board.
Featuring - the only decorated pipes in the kingdom (middle left)! Life boat deployment cranes (bottom left)! A beached lifeboat, bottom right :(. A boat still attached (feat me). More of those weird diamond bells for cargo, which proves they were a valued commodity and at least semi mass produced and shipped around the kingdom! More than the craftsman in prairie, or the tree fellers in forest, they prove a thriving, stable kingdom steadily advancing in technology and society! And the boat being pointed to the temple - incoming goods? Potentially, for Vault?
The krill decided it didn't want to be in the top pic, but I swear he's there XD... Most likely what sank the ship, tbh. It's not caught on some rock, or ledge, or ditch. In fact, the bottom is more intact than the top!... I think the krill escaped the warzone and caught the arriving ship, possibly spotting an unlucky crewmate through those big arched windows. The memory of the saluting captain walks the wreckage of his ship, sending away a loyal crew member on the second last life boat, back out to sea. Whether it's the boat dashed on the rocks or if they escaped the krill I don't know, but we know the captain didn't. Crab whisperer passes through later, so we know the light seekers are also post event.

We've reached the entrance to the vault! It's.. Smaller than it looks from a distance. Vault must be a shorter building hidden behind it, or far enough away it vanishes into the smog. Under a shard event sky, the black waters look like blood.
The first thing you see of the battlefield is the large, imposing building, now listing to one side and rimmed with stakes (cheval de freise, if you want to be fancy. Large caltrops... When your mounts and enemies can fly). There's only one spirit here, lookout (middle left). Whether it was supposed to be a temporary building (UNLIKELY) or whether they didn't build it properly and the sandy ground subsided over the aeons that have passed between then and now is up to interpretation, but at least this time the lack of roof seems intentional. I'm more annoyed it doesn't line up with the temple, I had to stand literally on the right wall to get the bottom picture and it's still slightly left!
Lighting the crystal triggers three krill to emerge from the ground and start hunting. (One time I visited some unknowing friends who triggered the gate... A krill emerged less than a metre from me with no warning... Terrifying XD.) Previously they used to spawn basically on top of the players and you had to run for your LIFE, but now they take a leisurely stroll in your direction, so you've got plenty of time to wander your way to safety. Maybe stop and get an ice cream. Boring :/. In terms of lore very fascinating and scary, given the last stand and the aurora concert both seemed focused on defending the crystal. This whole time... It was rigged. By which side, I don't know.

The shrine! ^
From the outside, a large, ominous building covered in pipes and statue towers. On the inside, an octagonal chamber many stories high. Like the rest of wasteland, what little decor there is is chockers with that hollow star shape that symbolises light, the king, all that good stuff. There's six ginormous double doors ringing the chamber, all tightly shut. My first thought was six realms, one war council. Nothing to prove or disprove that lol. It would have been a great place for diplomacy, though, without the shrine statue. Sand everywhere, probably through the gaps in the ceiling lol. Beautiful door.

Wasteland elder himself!!! His weapons are the ones arranged on his shrine - whether that means he can manifest in the world and grab them or if they're stone recreations of the ones he carries at all times, I don't know. He's never been seen in any memory or cutscene of war, so maybe he can't manifest... We know the isle elder can, in the song runaway of aurora. His space is the very same place as the Crystal outside his chamber, facing out, and he points his spear towards where the kings star would be, the crowning jewel of his tower. We can safely assume whatever his role, he was defending Vault and Eden behind it. And he succeeded.

There's so much to talk about with the vault door. Top left, the closed wasteland/vault door. Bottom left and right, the closed forest door. Centre and top right, the open vault door. You'll notice more diamond shapes and boat imagery. But in wasteland, the jewels that presumably power the great door are missing, black. The double switches, inactive. Even when activated, no line traces up and no light appears - only the outlines of the stars and speckled lights hidden on the door itself. If that's not divine intervention from the elder, I don't know what is lol.

Pass through into vault, and see its beauty untouched. But turn around, and see the mounds of golden sand blown in from Wasteland, settling in the still air. Vault acknowledges its protector.
Some final thoughts:

^ For some reason, probably that it's the only place it's not very visible, the shipwreck is the only place where the kings star is absolutely massive and has a ring. Every other place, it's normal! It's probably an old design tgc forgot to update with the rest lmao.

^ An entirely accidental realisation due to my research. Man I love environmental storytelling. Nearly every detail of the mask matches the skull! The IMAGERY.

^ My first attempt to get a good shot of wasteland instead caught a first person witness to an expert krill dodger! I didn't get to talk to them, but know you were caught being very cool in high definition!!

^ I didn't get to talk about this theory before, but every entrance and exit to the graveyard and next door shipwreck EXCEPT their connecting corridor are all huge drops in altitude. Both are the only places you find boats. Both are sodden with black water. The ground is uneven. There's whale skeletons. My theory is that these areas were once entirely submerged! Water areas! Shipping and naval battles and cargo! Abyss proves krill can survive perfectly under water - and all emerging krill do so from water!! It'd explain the sand and the debris and the beached boats and all!

Elder shrines do like their slitted roofs. This is prairie. 'S why I wasn't theorising about the sand in wasteland lol. Gotta get the dramatic shafts of light from somewhere!

The open door and two beautifully poised strangers - well done on completing wasteland! I hope you enjoy vault!!

Pipe theory: these things pop up at the entrance to wasteland and follow you all the way through to the shrine, disappear in vault, and then reappear. They go all the way to the point of no return in eden!!! They're either taking something up, or, considering the amount of pipes that open into black water areas, the general gravity situation of vertical pipes... It's likely they were siphoning something away. Sewer pipes, but evil. Maybe trying to wash away whatever corruption happened to the Eye? It didn't work... Poisoned the waters instead. Maybe they carried water up to the Eye like a kingdom sized cooling system and that drained the waters??
And the photo that started this whole thing, the day I climbed the wasteland temple...

that's not smog. That is a wall. That is the biggest wall I have EVER seen.

Do you see the line under the clouds? The sky box? The 'horizon'?
YOU'RE ALREADY LOOKING AT VAULT.

TGC YOU MOTHERS OF DUCKS.
#LONG POST#VERY LONG POST#Realising the true size of vault from the outside I think messed up my brain#It's like an ant seeing a circuit board#Like yeah. Vault is huge. It's got to be. It's like a pocket dimension of indigo magic. Vault barely follows the laws of physics.#It's a world unto itself.#But to realise all of vault fits in one building of brick and stone.... It's insane. It's a mind boggling feat of engineering and magic#It's just insane.#Thank you for making it this far LMAO I hope the pretty pictures kept you entertained#extremely long post#Do you love the colour of wasteland?#But now I feel settled lmao that's been bugging me for months#sky children of the light#sky cotl#sky oc#sky photography#thatgamecompany#thatskygame#that sky game#skykid#that game sky#Tgc#s: cotl#Scotl#sky cotl screenshots#sky cotl photography#sky kid#skyblr#sky cotl lore#environmental storytelling
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What are you guys' headcanons for what the foxes' majors would be? (as in alternative majors that you think they would take, not their canon ones)
#I'm actually just curious#personally I'm an english lit andrew truther tho I can also see him doing law#aaron seems like a civil engineering type of guy or pharmaceutical science maybe#I'd say physics for neil#history suits kevin too well so idk but perhaps archeology????#social work for renee? or maybe anthropology#wait actually neil also fits linguistics#I genuinely think allison would major in art history or architecture#dan: education#matt: geology (don't ask why)#nicky: philosophy or communications#I forgot katelyn#anyway I think she would do forensics tbh#aftg#all for the game
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#for context. a few weeks back i was playing on a fast respawn 2fort server#mostly because i just wanted to just. hang out somewhere without any real serious gameplay happening#that said. for the first few hours i was playing on there. was mostly playing gunslinger engineer and detonator pyro#and we had a good push up into their base but were stuck just at the entrance. with a heavy hold from the enemy team#but after a while. i just kinda got bored and wanted to just fuck about with the taunts and loadouts i had#first thing i did was play pyro and do the cheers taunt before getting on my bike and swerving a bunch as i drove#but i dont think anyone could tell thats what i was doing#so after a bit i just changed to scout. and started just riding my skateboard#(i also did the drinking and riding bit a few times but i eventually just ended up skateboarding around)#(one bit being me on the top of the bridge. doing the cheers taunt. getting on my board. and then skating off the bridge and killbinding)#so at some point. i kept getting stuck in place for some reason. like speficially on bumpy ground or... in the air#and the moment i got stuck in the air (for 30+ seconds mind you) i was just like ''my quantum board technique''#and from there. i just acted as if i was playing the newest Pro Skater game#saying stuff like ''i have to do manual ollie combo for 150000000 points''#or like ''i have to find grindrails on this level''#eventually found my way into the sewers and said something like ''IVE FOUND THE HALF PIPES''#before saying like ''man they really screwed up the physics since the last game''#a soldier on the other team was trying to find me the whole time saying ''wheres tony hawk''#specifically because he had a tony hawk avatar. and i only realized after he said something about it#anyway. after all that i skateboarded into a minisentry and died#and my last message was supposed to be ''my combo has ended'' but i ended up typing 'bombo'#and it made me laugh SO hard i couldnt backspace. and added on with ''my sweet bombo''#and then i left because i had nothing more to do there. my bombo had ended and i had to move on.
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Today on "glitter was an absolutely dumbfuck clueless kid": I found out lacrosse existed in my first year of highschool when some of my friends started wearing teen wolf merch among which lacrosse sweaters with the numbers of the fictional characters. I thus naturally concluded that lacrosse was a ridiculous fictional game from the show Teen Wolf.
This did not change until my first year of college that I read the first All for the Game book, The Foxhole Court, in which they play a fictional game called exy (which I first thought was ecstasy, as I was going in under the belief that this was a book on drug addiction and recovery). The game "exy", in this book (which surprisingly does include talk of drug addiction) is described as some kind of coed violent indoor lacrosse-derivate in which players get brutally slammed against plexiglass and is more popular than american football. Upon this description, I finally realised that this probably wasn't an oblique teen wolf reference the author expected us all to get and lacrosse was in fact a real game people play voluntarily.
#to be honest i think we should reverse-engineer lacrosse into a fictional game#just to see if it's possible#convince everyone that it's physically impossible to play irl and only exists in teen wolf#nora sakavik taught me one thing and it's that i do not know anything about sports#all for the game#idk if that deserves that tag tbh#glitter gossip
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here’s me getting my shit absolutely blasted by the witness in the raid
#unfortunately. this happened to me so many times my friends have started saying ‘i got xav’ed’ whenever they die to the hands#also don’t mind me missing all my shots with my spare rations#but have i ever mentioned how much i love and adore bungie’s physics engine? bc holy shit#destiny 2#destiny the game#destiny the final shape#the final shape#the final shape spoilers#salvation’s edge#salvation’s edge spoilers#whispers from the garden
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Catharsis in the 2020's
Gotta tell you it feels good to beat up a virtual drone after a week of the headache that is physics programming!
#game development#indie games#godot game engine#indiedev#blender3d#pixel art#game design#physics#game physics#screenshot saturday
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I’ve spent three years working on a game about motion
Footfall Devlog 1
It’s really hard for me to talk about my games. It’s even harder to talk about something I’ve been keeping so close to my chest for so long, but it’s time to do so.
This Devlog will be covering the basics of what Footfall is and the first few challenges of making a game so heavily inspired by immersive sims.
So, without further ado:
What is Footfall?
Footfall is an occult-industrial stealth-action rpg inspired by Dishonored, Assassin’s Creed, and Bloodborne. It aims to emulate the systemic ecosystem and emergent gameplay of immersive sims, and particularly the fast, creative, movement-centric gameplay of Dishonored.
You play as Gifted of the Watchman, the god of stories and action. You are functional demigods, arcane in nature and forever part of a great cosmic play of chaos and change.
Some basics about how the game is played before going forward:
You get 3 Action Points at the beginning of your turn, each action point representing a period of 2 seconds.
Movement is measured in ~3 foot increments labeled "Strides." These are about the average length of a walking stride, and tend to be measured with one's arm.
You get powers which move you and others in interesting and unique ways (e.g. teleporting, creating portals, time manipulation, etc.)
Designing a Tabletop ImSim: or How I Learned To Stop Worrying and Love the Physics Engine
This game is, first and foremost, a stealth-action game, as such one specific thing was very important to get right: movement. My most important design goal, from the beginning, was to create interesting systems that interact in cool ways, particularly in regards to movement (otherwise, the stealth would just be boring and the action wouldn’t be bombastic enough). Generally speaking, there are a few ways to do movement in TTRPGs:
Narrative abstraction (PBtAs). The strength of this one lies in its lack of necessity of maps, which is not a strength particularly necessary for a game where movement mechanics are a core pillar.
Landmark-defined zones (ALIEN RPG and Celestial Bodies). This option’s strength also lies in its abstraction. You can have tactical combat and actual movement mechanics, but you don’t need codified distances (just a big rock that tells you where you are).
Short grid-based movement based on character stats (Tactics RPGs like Fire Emblem). The strength here is in the tactical importance of moving even one tile. Moving *feels* important because you get to do so little of it in one round, and it makes each tile moved feel like a long distance.
Simplified but simulatory grid-based movement (D&D). The strength of this system is, generally speaking, how thorough yet digestible it is. You’re given jump mechanics, falling mechanics, running mechanics, and they’re all simple enough that you can (usually) remember how they work without opening the book. The issue is that they don’t tend to be very interactive—“Yay, I can jump across a 10-foot gap without that impacting anything other than my positioning. Yay.”
Without beating around the bush, none of these options appealed to me for this project. Option 4 came the closest, but the issue with it is the same as with all of them: these movement systems tend to be very . . . “confined” to only affecting positioning, whether narratively or tactically. I pretty quickly realized that I had one option in front of me, make something I had never seen before:
5. A tabletop physics engine.
First thing’s first, I laid out a few key goals for my physics engine:
Strive for playability, not accuracy. People aren't computers, I don't want you to have to perform complex calculations constantly (unless you want to and therefore choose to).
Interactivity and impact. Even if those decisions aren't codified in the physics engine itself, I want the physics to inform multiple gameplay decisions through its interactions with other systems.
Flexibility of simulation. This is a physics engine, if it breaks when someone tries to jump (which it won't) then it's not working very well, is it? People should be able to toy around with it and get cool interactions out of it without it suddenly turning into a hell of, "WHAT DO YOU MEAN DRIVING A CAR KILLS ME???"
Pretty simple stuff altogether, right? . . . right?
Alright, so what went wrong the first time? Well, I took the last point too far, to the point that I shirked the golden rule: "Strive for Playability, not Accuracy." It would be impossible to accurately model how gravity works in real life without a single round of physics-heavy combat taking 4 hours, which may be your jam but definitely isn't mine. The first version of the physics engine included such awful rules as:
Ground acceleration to model running - "If you move in a direction using 1 action point, and continue moving in the same direction with the following action point you begin to sprint. Your sprint will continue as long as you keep following up one movement with another in the same direction. Your movement speed is considered to be double its base amount and any attacks made with a bow or powder arm that target you have a minor disadvantage to hit if your last action point on your turn was spent sprinting." This was just . . . way too confusing and difficult to track, to the point that it actively disincentivized going fast.
Just straight up incorrect gravitational-acceleration math - It's still not wholly accurate, but I tried for way too long to make it wholly accurate.
An attempt to model fall-damage based upon Momentum - People accelerate downward faster than most people think they do. You will fall about 96 feet (over 29 meters) in a matter of 2 seconds. 1 Action Point. Yeah, there's just no calculating fall damage without relying solely on distance or some over-complicated math that still relies on distance.
Listed out, specific momentums that add damage to your strikes - "When an object or creature lands a strike while in motion, the energy imparted onto their target deals additional damage. If you have a momentum equal to or greater than 24 feet per Action Point before making an attack with a melee weapon, you deal an additional d4 of damage on your strike. If you have a momentum equal to or greater than 48 feet per Action Point before making an attack with a melee weapon, you deal an additional d8 of damage on your strike instead. If you have a momentum equal to . . ." God, this was so stupid of me. It's a really simple formula now: "When making an attack, for each 4 Strides per Action Point of Momentum a creature has in the direction of their target (if the target is in some combination of directions, such as Forward and Left, use the higher of the two) they deal an additional point of damage."
There were more, but it's really not worth going on and on.
Upon revising the physics engine, which was part of a whole system overhaul in the year of our lord 2022, I had one goal: "Simplify the math without simplifying the impact." Which, as you can probably tell from the second to last bullet of the prior list, I did.
The physics engine, as it is, is actually quite simple in practice. You can read the whole thing if you decide to grab the free playtest (which will be releasing soon, just have to finish up some final adjustments and get some art in), but for now I present to you . . .
The Footfall Physics Engine Quick Reference
Momentum: Strides moved in a direction since the beginning of your last Action. Momentum is directional (Forward, Backward, Left, Right, Up, Down). You may change facing at the beginning of an Action. Changing facing mid-air costs an Action Point. Move in the direction of and Strides equal to Momentum when in the air.
Gravity: When not standing on solid ground, you fall. Creatures gain 32 Strides of Downward Momentum at the beginning of each Action Point spent falling. Gifted may choose to halve this to 16 Strides.
Concussive Force: +1 Damage on attacks for each 4 Strides of Momentum in direction of Target. When hit by an object, damage die = +1 die size per 7 Strides of Momentum (1d2 at 7, 1d20 at 42). Throwing an object increases its Momentum by 21 Strides.
Fall Damage: When you hit the ground, damage die = +1 die size per 4 Strides fallen (1d2 at 4, 1d20 at 24). +1d20 for each 4 Strides beyond 24. Gifted falling at 16 Stride Gravity cannot take more than 1d20 Fall Damage.
Wall Damage: When you hit a wall, damage die = +1 die size for each 5 Strides of Momentum beyond 9 (1d2 damage at 9, 1d4 at 14). If damage die > d20, add a new die and start over.
I'm actually really proud of this physics engine. So far, players have LOVED playing around with it, and even some fairly math-dense people understood it after looking at the powers section for a little bit. I can't say for certain if I've accomplished all of my goals, and public playtesting may prove that it needs simplified further, but the successes I've had surrounding the physics engine are what told me that taking the effort to design Footfall wasn't a fool's errand. People used to tell me that movement is boring, it's just the thing you have to do to get to the fun stuff; and I feel as though I've proven it can be interesting, digestible, and—above all-else—fun.
It's fun to move yourself forward multiple strides using a power, then launch yourself into the air where you can soar across the battlefield and directly into a specific foe for increased damage. It's fun to have your buddy sit in a momentum-generation-machine constructed with two vertically aligned portals that triple her downward momentum each time she passes through, then watch as she swaps spots and momentums with a giant enemy monster, which you promptly send hurtling into a wall at 18x terminal velocity with your portals. Honestly, it's just fucking cool.
I'm so excited for people to get their hands on it.
Conclusion
Honestly, I have no idea what design lesson to leave you with. The best I can say is this: Fuck the haters. If you have an idea, and you really believe in that idea, follow through. Anything is possible given some time, planning, reflection, and a willingness to revise.
If you think something would be cool, and nobody's made it yet? Make it. Do it, right now. You can, I'm proof. It's gonna be great, I know it.
I believe in you.
Self Promotion
Welp, it's that time again folks. If you wanna check out my other games, and get updated when the Footfall free playtest goes live, follow me in Itch.io! If you want more devlogs, and more rpg design talk, follow me here or on twitter.
You really can't go wrong either way.
#footfall rpg#game design#indie ttrpg#tabletop#ttrpg#ttrpg community#tabletop games#role playing games#rpg#dishonored#stealth#i do not recommend making a physics engine in a tabletop format#this is not a normal thing to do please dont be me
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I NEED to find somebody else in the world who likes space engineers
#None of my friends are interested in my funny physics-based sandbox engineering game .......#it's not THAT complex you just need to sink a few hundred hours in... <- deranged#so cruel that I cannot share my horrid contraptions with anybody who understands#woe is me#obligatory talk tag#my awesome life#space engineers
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go to jail you fucking idiot pissmer
#skyrim is a normal game with a normal physics engine#bf did in fact have to reload after this there was no coming back from it alskajdjs#skyrim#video clip#tesblr#tes:v#tes: skyrim#the elder scrolls#nirnposting
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This is a game I've been working on !!
I know it doesn't look much like a game right now, but I'm programming a lot of it from the ground up, without a game engine. So... I guess I'm making the game engine?
I'm using a library called Raylib, which helps with drawing shapes, opening windows, and lots of other stuff :) Other than that though, this is just pure code (C++)
This clip is a bit old now, I've added more stuff. I'll keep posting updates !
(I also do need to change that sprite haha right now I am technically stealing the OG gun sprite from Doom but shhhh I'll worry about it later)
#programming#video games#retro gaming#coding#linux#arch linux#terminals#computer#mathematics#physics#computer science#engineering
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Don’t get me wrong, I love wearing rings despite somehow missing all the how-to of wearing them, and the first time one got stuck on my finger was absolutely my fault. HOWEVER, on MORE THAN ONE occasion, I have effortlessly slid a ring on my finger completely absent-mindedly and found that it would not budge. Now I don’t know about you, but if I can put something on, SURELY I should be able to take it off.
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My most male trait is the "ye I can do that" attitude abt stuff I have no means of actually knowing whether I can do
#the overconfident megalomania is very hench ya know#my ''''male'''' gender ID is defined like 90% through the attitude and 10% through the physically male-aligned dysphoria#trans#nonbinary#transmasc#'ye I can make a fully functionning custom vtuber in like a month sometime *to learn unreal* (me who barely knows how to navigate#3D software and hasn't rendered or 3D animated anything in years let alone rigged anything ever).#if doig and india can make a custom vtuber set-up in a games engine why shouldn't I be able to do it? I too am a trained 2D animator!#(they've only been working on theirs for god knows how long and there's two of them)'#LOOK I know enough games & 3D ppl to ask any questions I might have#I *have* doigswift's content as a reference re vtube specific workflows that might be useful that I can look up#I know it's possible to do#I know it's learnable skills#I learnt blender in 2 weeks for my so-far-limited purposes a few years ago#it'd be a limited amount of modelling and rigging to do which will be a great project to learn that stuff through#and making it a vtuber that can be run through unreal will work great to add to my virtual production & mocap training#and I'll get a cute vtuber out of it#I THINK IT'S DOABLE#oh oh! also I've learnt C++ before which unreal runs on and I am learning more coding as we speak anyway so that might come in handy too!
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