PhysX to blow stuff in game ?


(RasteRayzeR) #1

It’s been a few days of experience on DB, and maybe it is only a matter of time until it will be implemented, but most games nowadays implement PhysX to blow everything into pieces.

I cant remember a game in W:ET, ET:QW or Brink that gave the possibility to partially destroy your environment or items you find. Usually they are a single entity that gets simple hard physics.

So why not take the opportunity of building a new game to try to add this ? I thought maybe the following meshes could receive proper physics when shot at :

  • trash bags -> explode, release trash
  • the vlc (sry, I don’t know their name in English ^^) -> they are static right now, impossible to even move them
  • dumpsters -> collide a bit on impact ?
  • plants -> leaves spread all over the place
  • street lights -> glass shatter
  • car tyres -> knife knife knife ppsshhhhhhhh
  • office screens -> beat the **** out of them
  • office papers -> just like the plants, spread all over the place
  • etc.

I would really enjoy to see these things happen in game. Of course it’s far from being a priority at this stage and most of all it should not be done excessively : I love to see what I am shooting at (not like COD-like games where all you see is post-processing effects and blurry particles everywhere).


(acutepuppy) #2

The balance changes due to this would force map redesign and objective changes.

Also a lot of coding and gameplay changes. Late in the game for this kind of change.


(amazinglarry) #3

Here’s a related post that focuses on interactive map design stuff:

http://forums.warchest.com/showthread.php/33238-Interactive-Map-Design-Suggestions?highlight=interactive


(RasteRayzeR) #4

[QUOTE=acutepuppy;426023]The balance changes due to this would force map redesign and objective changes.

Also a lot of coding and gameplay changes. Late in the game for this kind of change.[/QUOTE]

Well, this is not exacly the same : the other thread talks more about secret places and spots in the maps, when here I only speak of effects activated upon firing on static meshes (but the “you found a secret place” in Quake world was so awesome ^^).

I mean almost every FPS game nowadays have this kind of effects implemented, and I can remember I was already disappointed in ET:QW because of the lack of player/environment interactions available. I really can’t understand why it would change the balance of the game or the objectives … really it’s only visual effects and it adds to the player/environment interactions. I don’t believe that road cones moving if you fire on them will give any kind of advantage to the enemy team :tongue:

DB is a fast, intense and dynamic shooter and its environment has to respond to our gameplay accordingly. I am just worried all the effort is put on game balance and maybe the visual effects are a bit left behind. We see the game before we play it after all ! The Unreal Engine has all the means required to achieve this kind of effects and this is not the biggest priority right now i guess.

And btw, this is the perfect time to think about it since SD is still in the map creation process. :wink:


(nailzor) #5

Thumbs up here, I agree with a dynamic environment. Little things like shooting a coke can across the map can be hilariously fun :slight_smile:


(RasteRayzeR) #6

Exactly ! +1 nailzor

How many hours did I spent destroying vehicles in ET:QW one tyre at a time --> OOH MY F****** NON-EXISTING GOD ! :cool:

Globally I can’t really remember a game of SD with real player/environment interactions (except the s.m.a.r.t system, but it’s about the player and not the environment). And this is small things that can only add to the fun of the game !


(Loffy) #7

We need chairs that we can shoot during warmup.


(nailzor) #8

Absolutely, and the ferris wheel should throw people from it that turn into zombies and chase people to ensure they perform objectives in a timely manner.


(RasteRayzeR) #9

Zombie mod, with waves ? Could be fun you know