“As one of the greater computational bottlenecks for physics sims is collisions, it’s interesting to note that with the absence of gravity, there are actually very few objects in contact with surfaces at any given moment. We had to ask, though: just how many objects can the game throw around in space? Can we expect the kinds of kaleidoscopic explosions of debris that we saw in the Gravity movie? “Surprisingly, we’ve yet to encounter the upper limit for how many objects we can simulate at once,” Perrin reveals. “Many players struggle with the idea of inertia and kinetic energy transfer to perform movement, so we’re making some more accessible movement modes available where players can swim with their arms and kick with their legs (don’t tell Newton).” “One of the greatest challenges has been to have the player’s movement generally respect classical laws of motion whilst remaining at least somewhat intuitive and entertaining,” says Perrin. According to director Alex Perrin, Unity’s built-in physics engine has done some of the heavy lifting here, so to speak, but fine-tuning how the player characters behave in this zero-gravity environment has required a lot of work behind the scenes. When an early gameplay demo emerged on Steam in 2019, one of Heavenly Bodies’ most immediately striking aspects was the detail of its zero-gravity simulation open an air-lock door, and you could watch as the station’s contents got sucked out into space. Things may seem quite stoic and serious with one person in the scene, and that then suddenly turns into a comedy when there are two people trying to work together.” “We see co-op as an extension of the single-player experience that encourages creative play and exploration of interesting ways to get tasks done with someone else in the space, which can have a significant impact on the tone of the game, too. “Everything can be accomplished alone, but having a friend in the same space opens up avenues for emergent play and role-play,” says Tatangelo. We like to play on this contrast and drama wherever possible rather than putting players directly in the path of danger – sometimes just getting the job done can be tense enough.”įortunately, you don’t have to perform all these tasks alone – a friend can join the action as the George Clooney to your Sandra Bullock (or vice versa). “We find there is a natural drama that occurs in the game where, with one wrong move, seemingly simple tasks quickly elevate into an intense rescue mission. “The scenarios we have planned all vary in intensity, ranging from slow-paced routine maintenance through to delicate machinery operation and tense ,” Tatangelo tells us. But eventually, inevitably, those cerebral moments will give way to critical situations where split-second decisions will mean the difference between life and death. Mastering the movement of your arms and legs, and using them to kick and haul yourself around the space station’s environment, soon becomes pivotal: even in the game’s quieter moments, you’ll be given routine maintenance tasks to complete that will require the careful operation of tools and switches. It was a compelling design problem for us, and it took many forms along the way as we iterated through ideas.” “We wanted to create an experience which captures the nuances of manoeuvring in a weightless vacuum,” explains designer and visual artist Josh Tatangelo, “driven by what we imagined it must feel like to be on board something like the International Space Station, gracefully pushing down corridors and tumbling around. This, allied to a detailed 2D simulation of a zero-gravity environment, results in one of those physics-based games where adapting to the controls is part of the challenge. Pressing the shoulder buttons, meanwhile, will cause the astronaut’s legs to kick. Key to Heavenly Bodies’ action is its control system, in which your astronaut’s arms are individually moved with the left and right analogue sticks, while their grip is opened and closed with the left and right triggers.
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