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  • A more refined way to show damaged structures
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    I have an idea for building damage that would allow more structural sound building to survive a while longer and still allow the poorly constructed to fall to pieces.

    In ken’s original code if you removed the base the object would fall and rejoin with the ground. Cool enough but stupid structures like a tower one block wide and deep wouldn’t collapse and could take a while to destroy. That isn’t cool.

    I think it would be a cool effect to let a structure drop and rejoin with the ground but with added damage removing blocks randomly through it. The damage would be in the shape of a jack from the game of marbles.

    jacks

    The number of randomly placed ‘jack damage’ would be derived from a formula calculating the max height width and depth of the structure. Meaning structure with a lot of open spaces would take on a lot more damage than a solid structure. For example a spider tower could potential fall completely to the ground but a huge castle with the same dimensions would remain standing but it a much weaker form of itself.

    alternative image of a jack http://www.luanepenarosa.com/photos/Miscellaneous/miscphotos/MarblesJacks-D.jpg

    #44076
    danhezee
    Administrator
    Posted 14 years ago
     

    That's a really good idea. How hard do you think it would be to put in though? I know mat^2 already has a lot of "block moving" stuff in pyspades, like the rollback feature and the platforms, so I wouldn't imagine it being too hard.

    Oh, and the link you posted shows me a 404 error.

    #44077
    Kanye
    Hipster
    Posted 14 years ago
     

    Yes! I support this!

    #44081
    Spengbab
    Moron
    Posted 14 years ago
     

    good idea

    #44082
    izzy
    Moderator
    Posted 14 years ago
     

    I added another image kayne. But if that doesnt load google "marbles and jacks"

    #44088
    danhezee
    Administrator
    Posted 14 years ago
     

    I was hoping for more input

    #44119
    danhezee
    Administrator
    Posted 14 years ago
     

    I think this one is harder to put input on due to the reliance on code monkeys.

    So i suppose we could look some scenarios where "Jack Damage" is implemented.

    First, i want to ask:
    Would the jack be standing point to point, or laying naturally as displayed in the images?

    #44154
    Exile
    doux élitiste
    Posted 14 years ago
     

    I Love this idea would it cut down griefing? say by alot?

    Signed
    (RT)Rush

    #44167
    cole7771
    Rushin Time
    Posted 14 years ago
     

    I think it'd be somewhat related to stars. The shape.

    #44169
    Spengbab
    Moron
    Posted 14 years ago
     

    I would imagine the jack standing point to point. Actually it could be any arbitrary shape. I think the jack shape would be a cool effect on joints and columns

    #44173
    danhezee
    Administrator
    Posted 14 years ago
     

    I think Dan's just using a jack as an example of a good damage template for seemingly random damage. I actually don't like the idea of a jack... it'd leave a bunch of straight holes rather than seemingly random structural damage. Some kind of loose tangle shape without any particularly linear elements would probably work better.

    Or the damage could be determined by a true "random" generator from a really arbitrary seed (like exactly where player 0 happens to be at that given moment).

    #44178
    1337101
    Modifier
    Posted 14 years ago
     

    right now grenade damage completely clears a 3x3x3 section. What do you think of binding your random shape generate to the same dimensions?

    Also, the engine doesnt transverse blocks diagonally when checking for floating blocks. So i am not sure if we can remove pieces of structure using a shape that has diagonals

    #44189
    danhezee
    Administrator
    Posted 14 years ago
     

    Ah... that could be a problem, yes. The randomness would have to have some restrictions (EG not be totally random, but w/e) I guess.

    #44190
    1337101
    Modifier
    Posted 14 years ago
     

    Also, I think falling structures should kill players underneath it

    #44229
    zootphen
    Member
    Posted 14 years ago
     

    @danhezee:
    This sounds great!
    1 block towers could have 'compression' damage or something.. so the bottom block that comes into contact with the floor would receive the equivalent of 2 hits of damage, the two blocks above would receive 1, then the rest would be normal.
    This would increase the need for variance in tactics, e.g. 1 spade + several pick hits may be quicker than a couple of spade hits for example.
    I like the idea generally.. though it might be annoying if you just want to make a small hole to pass through.. perhaps activate it once the hole is big enough? and have a creaking sound (or something) the denotes when they are going to incur damage and fall..

    #44267
    TheGrandmaster
    Moderator
    Posted 14 years ago
     

    @danhezee quote 'In ken’s original code if you removed the base the object would fall and rejoin with the ground.'

    Intriguing. At a guess, did Ben change this to lessen system requirements (and lag)?

    #44299
    PinkDozer
    Blue/Green
    Posted 14 years ago
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