Chris Parry · Systems DesignerMostly killing myself by mistake.
Gennady · Senior Gameplay ProgrammerEVA in itself is a complex system. We're trying to combine coupled and decoupled modes for movement. And for rotation, it's an interesting combination of regular FPS rotation, but as we're in space, we rotate in any direction, full 360 rotation. So yeah, it's full of edge cases. About what fun bugs we have: not too much, except face-planting most of the time, at least in an older version. I can recall one when we worked on attaching to surfaces. Imagine you're flying through debris, metal plates and boxes and stuff, and you press attach and you attach to some small metal plate which is rotating, and you inherit the rotation and you start to rotate as well. It's weird.
Chris Parry · Systems DesignerI think the most frustrating one was every now and then you'd sort of attach but flip onto the other side of the surface, so you'd just be killing yourself every time, basically. Yeah, that was more frustrating than funny, I guess.
Kian · Lead Gameplay ProgrammerYeah, it's been a fairly awkward one in general, because the development of it has gone on for a while and there have been different approaches tried and things like that, and finally we're at a good place with it, but it's been awkward to get to this point.