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View Full Version : Zen Bound: Gimbal Lock and String / Object physics model


tildeleb
2nd March 2009, 08:36
Hi guys,

Congratulations on a ground breaking game. Great concept, great game, fantastic artwork, music, and gameplay. What more can I say other than I've spent a number of hours with it and it doesn't get old. I've also I tried to help out with the viral marketing by telling some friends about it.

A few comments:

1. Gimbal Lock
I experienced gimbal lock a few times in the first 15-20 objects. I don't think it's a huge deal, but it does show up in this game. Most players won't understand what's going on. I am not sure it needs to be fixed.

2. String / Object physics model
It general it works pretty well. I have seen some times where I didn't think it wasn't too accurate. I guess the one that stands out is on "Vanity"/Peacock where I really thought the string should slide past the a notch in the tail that already had string filling the notch in and it didn't slide. So if there was a coefficient for string to string friction, maybe it needs to be lowered a notch (sorry for that pun).

There were times when the string segment size shows up. If the string segments are all the same length I would consider an adaptive segment size with smaller segments in areas where the second derivative is high.

I might consider to add a gesture for a tug on the string. Maybe double tap?

It might be nice to have some different color strings with different characteristics, like for example waxed string.

If one of you wants to send me some contact info I have some other things I might like to say, off the forum.

Again congratulations.

leb