Doodads WIP #2
Expanding on the doodads and obstacles. Now we can have compound obstacles like the pedestrian overpasses being divided into three parts. They can also leave "destroyed" meshes after being triggered. Some obstacles can also be flagged as "hittable" and can be triggered with either direct hits or blast damage. Obstacles can also affect the ambient traffic if needed like destroying an overpass will cause a blockage on the road and cause incoming cars to pull over.
It does mean some of the bigger obstacles can block weapons fire at least once.
As an aside, thinking of making the bigger obstacles like the overpasses actual "destructibles" like the buildings so they'll have health and can take a couple of hits or one big hit before crumbling instead of falling over from a single bullet.
There's also the opposite idea. Make the buildings a ruined "core" surrounded by obstacle "faces". Then weapons fire or a mech sliding down a building's side would expose the core along with a trail of debris. Just need to figure out a way to make them less obviously based on a grid.
Get Hammer
Hammer
Scratch that "Zoom-n-Boom" itch...
Status | Prototype |
Author | RedRoryOTheGlen |
Genre | Action, Shooter |
Tags | 3D, Arcade, Destruction, flat-shading, Low-poly, Mechs, Robots, Third Person, Unity |
Languages | English |
More posts
- Update #9Oct 18, 2023
- Update #8 Hotfix #4Aug 02, 2023
- Update #8 Hotfix #3Jul 28, 2023
- Update #8 Hotfix #2Jul 19, 2023
- Update #8 Hotfix #1Jun 29, 2023
- Update #8Jun 28, 2023
- Objectives WIP #2Jun 21, 2023
- Objectives WIPJun 14, 2023
- Update #7.5 Hotfix #1May 24, 2023
- Update #7.5May 17, 2023
Comments
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Very Nice. keep up the Great Work PLEASE! Thank you for what you're doing. we need more mecha!