On player controllers

Published Tuesday, December 20th 2022

Controls really can be 'everything' about a game, and so much of your first impression is based on them that it's important to get it right. In this case, just the right amount of floppy, out of control to be fun, but not so much that a skilled player can't make some magic happen and make some clutch plays. There are lots of great examples out there from Gangbeasts to Human Fall Flat and everywhere in between - but the devil really is in the details here. Fully physically-simulated active ragdoll style? Simulate only the upper body and keep the legs kinematic for more control and predictibility? Traditional animation blends on the legs or fully procedurally IK? With the addition of the Unreal IK Rig that was worth a shot too, trying a half dozen different variations of solvers to check the feel. Wherever we end up is going to need to strike that balance between controllable and emergent, and we'd like to see some free 'life' and silliness come through as well. It needs to play well online too, which affects our choices as well. Ideally the rest of the world the player interacts with is simulated as well - so heavy objects will 'feel' heavy and twist you around as you grab them, multiple players can move them at once to speed things up and so on. Hopefully next update we'll have a better looking candidate controller to show off.