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That's how games are born. When editors asked Ben Foddy, the Getting Over It developer, how he created the quadraphonic ...

That's how games are born. When editors asked Ben Foddy, the Getting Over It developer, how he created the qua

That's how games are born.

When editors asked Ben Foddy, the Getting Over It developer, how he created the quadraphonic mechanics, the game designer replied and even laid out part of the game's code.

So all the mechanics are built on two physical connections with the motors, and the most of all, it wasn't programming, it was setting dozens of parameters: it spent days picking up the mass, the force, the dampening, and the rest until the movement started to feel right.

It's interesting that there's no special checks in the game, like, "Does a character exist on Earth?"

Foddy believes that the fewer coasts, the better. With these words, Rabra published part of the FixedUpdate function and admitted that the code didn't work out perfectly: endless experiments left a lot of strange coefficients and formulas in it. #game
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