When we first read about Fallout 4 not including a repair system, many on the Design Team were a little annoyed. Repairing played an important role at providing a variety in weapon and armor stats, a reason to not always use the "best" weapon, and an use for all those random weapons you found.

However, it wasn’t until after we sat down and thought about it that we realised it also forces players to carry loot they may not otherwise want, and it can be rather tedious to continually repair your equipment. So in order to cater to the both sides of the argument, we decided to simply make it a Hardcore mechanic that can be enabled or disabled, depending on the player's reference. Because of this the Fallout’s method seemed pointlessly simplistic, so we wanted to give it our own twist...

Hey everyone, Hamish the programmer here, back with another exciting journey into one of our technical systems - this time, how we handle quadrupedal movement in a first and third person game. I first designed the system just after our Wave 2 demo a year ago, but it should still be relevant and interesting for anyone curious about why Littlepip moves the way she does, and especially to anyone looking to create a similar sort of pony game.

First off, why is this post even a thing at all? What is it about quadrupeds that makes them unusual and difficult to work with? Quite simply it’s their shape. A humanoid character stands upright, which means their shape can be approximated by an upright 'capsule', as shown below. We call this shape a ‘collider’, because it’s what actually interacts physically with the environment and other objects.