{"id":91924,"date":"2019-04-12T18:02:00","date_gmt":"2019-04-12T18:02:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/340739"},"modified":"2019-04-12T18:02:00","modified_gmt":"2019-04-12T18:02:00","slug":"dont-miss-totally-accurate-battle-simulator-and-finding-the-fun-in-physics-engines","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/04\/12\/dont-miss-totally-accurate-battle-simulator-and-finding-the-fun-in-physics-engines\/","title":{"rendered":"Don&#8217;t Miss: Totally Accurate Battle Simulator and finding the fun in physics engines"},"content":{"rendered":"<p><a href=\"http:\/\/landfall.se\">Landfall Games<\/a>&nbsp;have made a name for themselves over the last few years for wonky physics-based games like <em>Clustertruck,<\/em>&nbsp;<em>Stick Fight: The Game<\/em>, and <em>Totally Accurate Battle Simulator<\/em>.<\/p>\n<p>What began out of&nbsp;necessity&nbsp;due to their lack of an animator, has since become their calling card in the industry \u2013 namely making games using physics animation over the more time-consuming method of keyframing.<\/p>\n<p>With that reputation, however, has come a difficult challenge. Every new project requires the studio to make a new physics-based control scheme which feels just as fun and responsive as the last, while also giving room for a certain degree of silliness and emergent humor. It\u2019s a tricky balancing act to get right, but one that they seem to have mastered internally.<\/p>\n<p>According to Petter Henriksson, the co-owner and COO of Landfall Games, the studio has achieved this through a bunch of different approaches. These include constantly reiterating and fine-tuning their games over time in Unity, creating a framework that allows for new ideas to be implemented quickly and efficiently, and communicating their intentions clearly to their audience.<\/p>\n<h2><strong>How it all works<\/strong><\/h2>\n<p>You can see the first of these approaches across nearly all of their projects. Though <em>Totally Accurate Battle Simulator<\/em> is probably the best example of this. It&#8217;s a physics-based tactics game where players place a bunch of humanoid units on a map and do battle against an army with increasingly ridiculous weapons.<\/p>\n<blockquote><p>&nbsp; <\/p>\n<h6><span>&#8220;Everything we do is kind of random.&#8221;<\/span><\/h6>\n<\/blockquote>\n<p>Originally conceived at a game jam, it has since grown significantly with new unit types and a constantly evolving physics system. In the game, you don\u2019t directly control the units. Instead, you simply place them and how they act is based on a number of different systems. To accomplish this, the team adds torque to the ragdoll\u2019s legs based on animation curves to create a basic walk cycle, before enabling a number of additional scripts to help with animation.<\/p>\n<p>These include a step handler to determine when a step has been completed and when a new one can start and a standing handler that is in charge of keeping the character upright. The latter of these judges the distance between the character\u2019s head and the floor, and then exerts an upwards force on the character\u2019s torso and head if they are able to stand. This is based on an animation curve where X is the distance to the ground Y is the output force.<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/04\/dont-miss-totally-accurate-battle-simulator-and-finding-the-fun-in-physics-engines.jpg\"><\/p>\n<p>Then there\u2019s the balance script.<\/p>\n<p>\u201cThe balance script adds force to the legs and feet to try to keep them in position to help support the body,\u201d says Wilhelm Nylund, game designer and CEO at Landfall Games. \u201cFor example, if both feet are in front of the bodies center of mass one of them needs to move backwards so that the character can stay balanced.\u201d<\/p>\n<h2><strong>The importance of iteration<\/strong><\/h2>\n<p>This physics animation system is the third iteration of the animation system and makes workflow much quicker and easier to handle.<\/p>\n<p>\u201cThe biggest changes in the physics animation system is that I&#8217;ve made the new one a lot more component based,\u201d explains Nylund. \u201cIn the old system there was a script called PhysicsAnimation.cs which handled keeping the character upright, checking if there is ground underneath, rotating legs for the walk cycle, etc. In the new system each of these are their own scripts that you can pick and choose from.\u201d<\/p>\n<p>[embedded content]<\/p>\n<p>The new approach is similar to how they handled the animation on another one of their games, <em>Stick Fight: The Game<\/em>. Iterating on their tools has allowed them to simply tweak the movement of different unit types. For example, the snakes in the game are using the exact same movement, gravity and rotation handler as the humanoids, but don\u2019t have a standing handler as they have no legs. This would have been a more involved process without the scripting system in place.<\/p>\n<h2><strong>Prototyping and workshopping ideas<\/strong><\/h2>\n<p>The ability to prototype and incorporate new ideas quickly helps them to create a fun and chaotic experience. Another way they accomplish this is through the use of a singular humanoid across multiple unit types.<\/p>\n<p>\u201cThey are all running on the same code,\u201d Henriksson explains, indicating towards the human units in the initial trailer. \u201cThey\u2019re just told to hold an object. Then something triggers when they go into an attack state and that differs depending on if they\u2019re shield men or an archer or something, right?\u201d<\/p>\n<p>This efficient method of development has led to some bizarre, new units making their way into the game, including mock versions of Donald Trump and Hillary Clinton, and a man that farts chickens.<\/p>\n<p>\u201cEverything we do is kind of random,\u201d continues Henriksson. \u201cWe actually thought of one of the units mid-meeting in China somewhere. Like what if we make like a business dude that has like a portfolio and he like grabs you with a hand and then starts punching you with a portfolio. It\u2019s things like that. But then Will is most likely the one who comes home and puts everything together.\u201d<\/p>\n<h2><strong>New game, new perspective<\/strong><\/h2>\n<p>With a physics system already in place for <em>Totally Accurate Battle Simulator<\/em>, you\u2019d be forgiven for thinking that <em>Totally Accurate Battlegrounds<\/em>, Landfall Games\u2019 <em>PlayerUnknown&#8217;s Battlegrounds<\/em>&nbsp;parody, was an easy task then. Simply take the animations and code in place and build the new game around that. However, you\u2019d be wrong.<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/04\/dont-miss-totally-accurate-battle-simulator-and-finding-the-fun-in-physics-engines-1.jpg\"><\/p>\n<p>Creating a physics-based first-person shooter was a surprisingly difficult task that required a complete rethinking of the physics present in <em>Totally Accurate Battle Simulator.<\/em><\/p>\n<p>This was due to the demands of the genre in terms of its first-person perspective and the studio\u2019s strictly physics-based approach. If they were to use the code running the units in <em>Totally Accurate Battle Simulator<\/em>, it would be unplayable. The player would be unable to view what was ahead of them clearly, with the world bouncing around and spinning wildly ahead of them.<\/p>\n<p>\u201cIn other games, you would probably have first-person animations and then you would have third-person animations when you look at someone,\u201d explains Henriksson. \u201cBut in <em>Totally Accurate Battlegrounds<\/em>, it is the same. Your first-person animation is also what everyone else sees.\u201d This meant something had to change.<\/p>\n<h2><strong>Letting your audience know your intentions<\/strong><\/h2>\n<p>Nylund had to build a whole new physics animation system that would work across both a third and first-person perspective, while still utilizing the script system he had developed across other games.<\/p>\n<p>Of course, the result isn\u2019t as clean as your typical first-person shooters, but that is kind of the point, with the head bobbing and goofy movement lending the game that familiar charm that many have come to expect from the studio.<\/p>\n<p>\u201cThe wonky part is kind of cool because if everyone doesn\u2019t take the game so seriously we can have a lot more fun with it and do more things like we have a gazillion weapons in <em>Totally Accurate Battlegrounds<\/em> and the reason we can have that is that every single one of them doesn\u2019t need to be balanced and thought out,\u201d argues Henriksson. \u201cWe can just add a bunch of cool ideas into weapons and just have them in the game.\u201d<\/p>\n<p>To close the interview, I ask Henriksson what the future holds for Landfall Games. What are they working on now, and are they finally going to hire an animator or continue making physics-based games. &nbsp;<\/p>\n<p>\u201cFor now, we are definitely just going to figure out how deep we can go with physics animations,\u201d answers Henriksson.<\/p>\n<p>\u201cAt the moment, we\u2019re doing <em>Totally Accurate Battle Simulator <\/em>and <em>Totally Accurate Battlegrounds<\/em>. The plan is to keep doing <em>Totally Accurate Battlegrounds<\/em> until the servers are pretty stable and people can play and there are no big issues, and to continue and finish <em>Totally Accurate Battle Simulator,&#8221; <\/em>he concludes.&nbsp;&#8220;We\u2019re [getting] there.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Landfall Games&nbsp;have made a name for themselves over the last few years for wonky physics-based games like Clustertruck,&nbsp;Stick Fight: The Game, and Totally Accurate Battle Simulator. What began out of&nbsp;necessity&nbsp;due to their lack of an animator, has since become their calling card in the industry \u2013 namely making games using physics animation over the more [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":91925,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-91924","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/91924","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=91924"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/91924\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/91925"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=91924"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=91924"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=91924"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}