Hargrimm said:
The physics in this game are retarded, just like they were in QWOP.
It seems the developer of this is ignorant of the concept known as "centre of mass", as well as "mass"
In conclusion: a shit game from a shit developer.
Kavonde said:
So I'm sure someone already linked this, but it's kinda funny/strange that the official sequel to QWOP, which involves a unicorn, came out like a week and a half after the fan-made version starring Twilight Sparkle. [http://donitz.deviantart.com/gallery/#/d57l774]
Also, "CLOP." Heh.
Finished it on my second try. dat ending...
Eh... I got bored and worked out how the "horse" works... basically it has 4 centers of mass, 2 for the main joints and one for the head. The two main joints are torsion springs which in turn have a low spring tension connecting them at the lower end of the object and another "vessel" (the fluid is the forth mass) that has a fluid mechanic where it's spine would be. The "vessel" constricts and releases when the hips are at different phases of compression. This gives the wonky barycenter as the fluid is generally "shifting around".
Another tension spring is ball joint connected to the head mass...
So your barycenter is in flux because the masses (torsion springs) are either compressing or releasing spring tension, ergo loosing kinetic and gaining potential energy or vice verse... so there is almost always an impulse in the system (with multiple moments of inertia). Coupled with a fluid that is gathering for or aft of the horse system.
The coefficient of friction on the hooves is low for the mass of the horse, but what makes it tough is that as you go up hills the springs compress and the fluid (if you slow up) shifts forward. Because the head is a mass, as you tilt backward the law of conservation of angular momentum kicks in and the rotation rate increases, also the fluid (due to impulse) reflects and heads towards the aft of the horse so there is quite a bit of kinetic energy pushing reward.
The back of the hooves tend to "dig in" against any obstruction during the compression of the bottom tension spring, which makes them a ridged point of rotation.
The only way to get around this is to kick out the front legs which will constrict the top most fluid vessel, and make the horse pretty rigid, can also use this technique to "goat hop" most of the hills. It also uses inertia which will make the horse "system" much more rigid if one can keep the speed up and sort of "flow" with the impulse of the spring compression and releases. That eliminates the biggest game-ender, the fluid sloshing around just above the horse object, dumping all four legs also lowers the CG reducing or negating the head rotation reward and the subsequent spring compression which lower to torque arm and increase the rotational speed.
So at my count there are 4 torsion springs in the knees, 2 torsion springs in the hips, 1 tension spring under the horse, 1 fluid vessel at the top of the horse, and 1 tension spring between the front hips and the head. There may even be as many as 4 tension springs "wrapped around" the legs themselves.
Funny enough I think the "game" is complete-able... I can tell where he built the game in pieces, play tested little parts, then welded it together. I seriously doubt he has ever completed it start to finish. Funny enough I think the last hill just takes the player over the initial shade tree and drops em off onto of a star between the first and second tree...
The second hill is really challenging, making it hard to practice the top couple obstacles right before the peak. (Right before the maiden) Shrug... it's an interesting use of a physics simulation (spring simulator)... not much of a game. I do agree the developer does not seem to have a very solid grasp of physics, but a good grasp of using other peoples engines.
I recall at one point he wanted to make a simulation similar to robotics but it was beating him down and some guy suggested this "work around"... more lazy programming techniques all to common in game development today.. ahh well.
It's not that the game is hard, its not. Sort of the point of these games was a handicapped control scheme... even having the controls down well, the damn thing is a helium filled balloon attached to almost a springs, very float happy, very difficult to get the same play mechanic twice... wouldn't surprise me if some of the springs changed tension between resets.
If I had to say it had a point it is that of designing a game with a tight play gimmick, without a tight play mechanic... it's a job half done, which reminds me a lot of Diablo 3 Inferno mode... another "no one bothered to play test" game.