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.