This is my game.
I create Destruction in my game…
Web:
http://newssoftware.pnz.ru/destroy.html
How I can improve it?
This is my game.
I create Destruction in my game…
Web:
http://newssoftware.pnz.ru/destroy.html
How I can improve it?
for a start I would put way less smoke on scene so I dont have to wait to see whats going on/ damage caused.
more complex buildings that collapse by its own weight when you shoot down the support walls, maybe?
and a more destruction looking background, like a desert or destroyed city, something apocalyptic! like madmax enviroment or the matrix real world. I feel like the actual background looks too peaceful and nice for destruction activities.
Fantastic.
Are you calculating the debris at runtime or are the objects pre-destroyed?
Looks like it pre-destroyed mesh from a 3d package. I did the same thing just a couple of weeks ago with one of my projects but debris breaks off base off of the force a object hits or how powerful the bullet/rocket is. I also destroy the debris as well and spawn particles afterwards. And when the debris is crumbling down dust effect spawns as well. I’ll have to upload an example of it when I get sometime later. I want to try to optimize because I want to have a bunch of things blowing up in my game.
Can you apply gravity so that if you shoot out the bottom of the wall, that the top part will crumble too? Right now, you get a bunch of small stones hanging in the air if you shoot out the wall underneath them.
That’s amazing! something I’m trying to achieve.
Would you mind sharing this with community
It’s ok if not, just wondering hehe
I would definitely tone down the smoke. It’s hard to see the destruction you are causing with the thick smoke. Also, if you shoot out the bottom of the wall, the top part just hovers there.
I think you need to fix the upper part of the wall after it destructed. It is just hanging there, you may add the gravity to them as well.
If I add the gravity all wall destroy(((
How work my script
Each slice of a wall. Has lives))) when he dies it becomes physical. How as better to correct it a bug? And how to make better?
Destroy.js add on Object
function Start()
{
Dest();
}
function Dest()
{
for (var i=0;i<transform.childCount;i++)
{
transform.GetChild(i).gameObject.AddComponent ("Detonate");
}
}
Detonate.js It is added automatically
var hitPoints = 100.0;
function Start ()
{
collider.convex = true;
rigidbody.isKinematic = true;
}
function ApplyDamage (damage : float) {
// We already have less than 0 hitpoints, maybe we got killed already?
if (hitPoints <= 0.0)
return;
hitPoints -= damage;
if (hitPoints <= 0.0)
{
Detonate();
}
}
function Detonate () {
rigidbody.isKinematic = false;
yield WaitForSeconds(25);
Destroy(gameObject);
}
The player gets clipped inside the walls. How to avoid this can be found in the ‘Depth Only’ section here:
S Priwjetom!
So it’s pre-destroyed with the usual problems that brings.
I think we’ve all been there and know the problem. It’s not easy to solve.
Each time a description of the change, there is always plenty to talk about around the world. They are not exempt. A statement usually is: "i have to change almost immediately versions, so do not expect me to date continue to attack
Each time a description of the change, there is always plenty to talk about around the world. They are not exempt. A statement usually is: "i have to change almost immediately versions, so do not expect me to date continue to attack
i do not think i was ready for you to put words in quotation marks. i’ll think about what you really want when you put your search in quotes and try to return something that makes sense.
How did you actually do this if you dont mind me asking. Im working on one of my first projects and would like some destructible environments ?
Can’t view the demo properly on account of my face being covered by smoke particle effects.
an aim GUI, too much smoke.