Användning av Mjuk Kroppsdynamik för att Eskalera Svårighetsgraden för 2D Plattformsspel : En djupdykning i mjuka kroppar i Godot motorn

While designing games, finding and utilizing balanced methods to challenges playersis a hard and time consuming task. This study aims to give insight into the use of softbodies and further increase developers arsenal of methods for finding the perfect balancein their games. The study consisted of creating a 2D platforming game in the Godot enginewith the use of soft bodies as platforms and accompanying methods to automatically adjustthe softness of said platforms, and see how this affected the difficulty and the impact onexperience. A remote experimentation was conducted where participants played the gameand answered a form. The result showed that an increase in softness in the soft bodies increased the difficulty, and the majority of participants did not think it had a negative impacton the experience. However, some participants thought that too much softness disruptedthe game play and made the game feel sluggish. This may be mitigated by increasing theelasticity to keep the momentum and flow, while still maintaining the unpredictability andenjoyment of the soft bodies.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Användning av Mjuk Kroppsdynamik för att Eskalera Svårighetsgraden för 2D Plattformsspel : En djupdykning i mjuka kroppar i Godot motorn

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Digital Games and Media
article

Användning av Mjuk Kroppsdynamik för att Eskalera Svårighetsgraden för 2D Plattformsspel : En djupdykning i mjuka kroppar i Godot motorn

article en

Abstract

While designing games, finding and utilizing balanced methods to challenges playersis a hard and time consuming task. This study aims to give insight into the use of softbodies and further increase developers arsenal of methods for finding the perfect balancein their games. The study consisted of creating a 2D platforming game in the Godot enginewith the use of soft bodies as platforms and accompanying methods to automatically adjustthe softness of said platforms, and see how this affected the difficulty and the impact onexperience. A remote experimentation was conducted where participants played the gameand answered a form. The result showed that an increase in softness in the soft bodies increased the difficulty, and the majority of participants did not think it had a negative impacton the experience. However, some participants thought that too much softness disruptedthe game play and made the game feel sluggish. This may be mitigated by increasing theelasticity to keep the momentum and flow, while still maintaining the unpredictability andenjoyment of the soft bodies.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Linköpings Universitet
Decent work and economic growth
Openalex Percentile: Top 39%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Användning av Mjuk Kroppsdynamik för att Eskalera Svårighetsgraden för 2D Plattformsspel : En djupdykning i mjuka kroppar i Godot motorn · KTH Publication Database DiVA (KTH Royal Institute of Technology) (2025) | TGRS Research Map | TGRS