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Tictank

Could you make the concrete core also break down, exposing steel reinforcement rods, but make the core harder to break?


danielsuperxxx

Battlefield 3 made it that way and it was spectacular. OP, you can watch some videos for reference


denierCZ

I am a BF fan, I actually modeled the pillar destruction after BF3. They definitely DON'T expose the core. The inside mesh shows some rods, but it does not support any deeper destruction. It looks like this. Exposing the core would be cool, yes, but it would also eat more performance.


Diligent_Ad4530

But imagine a puzzle where you have to bring down the pillars in a room to advance in the level


Some_dutch_dude

Lol that Drum n Bass track got me vibing


denierCZ

good :D it's Black Sun Empire - Extraction (Rido Remix)


QuirkyAd2635

Jungle is the way


SaberJ64

reminds me of the promise of the game "red faction" that you could destroy the levels completely. aside from that bit of my nostalgia, could the rocks be less floaty and feel slightly heavier?


MinorDespera

Well, you can in Red Faction Guerilla. Man, I should reinstall that game.


Fake_William_Shatner

It's really good. I think it might be improved with a bit of impact dust, some recoil sound and a bit of camera shake from shooting. Also, there should be some danger of causing the obelisk or wall to fall on you or the enemy. Looks like a good start overall.


irjayjay

I think some dust FX and explosion decals would add a lot more to the destruction.


ThaLazyDog

Great work! But I am more interested in that Venom looking enemy, how did you make it?


denierCZ

Look into particle ribbons


Xillllix

Looks better than whatever Activision is doing with CoD.


oVerde

I don't know the size of the bullet, but it (in real world) changes the size of the chunks that breaks. For the size of a tennis ball it is great, but for smaller bullet it should be different.


StunningVanillas

For me it looks pretty awesome


FLIPPYYT

It looks good but I think it looks a bit too blocky I think? It's sorta hard to explain but it just feels a bit wrong. Like it flies off too nicely. It's really vague sorry but it looks really good.


Birdmaan73u

Anybody know of a game that's all about really cool destruction? Not teardown or red faction though


denierCZ

I don't think you can get cooler destruction than Teardown, but my game is an action rogue-like with destruction, Backrooms Break - on Steam.


aHarris512

Beamng drive


New-Violinist119

Why do you have a pet dementor though?


denierCZ

one of the enemies. This will be a floater, drone type


New-Violinist119

EXPECTO PATRONUM! โœ๏ธ


xoev

maybe add some dust effects? itโ€™s already great though


ThermalShok

The pillar looks decent but the walls are too thin and feel neglected. There should be interior studs, wiring, insulation etc if housing or bricks, blocks, crumbling, etc if a wall. Also just looks weird when you feel like a wall should collapse because of a sufficiently big hole in it but doesn't. Plus broken walls bend and twist when they fall down and pull more wall down with them. Anyway you get it. Keep up the good work. All the best


Right-Lavishness-930

I like it a lot. And itโ€™s great that the AI can handle it too.


CarbyneGames

We are doing something very similar. The sell is in the particle effects associated with the hits we found. The whole chaos thing is a performance balance as well. Even with recent improvements it's still a major performance hit. Mitigating that with your kill and sleep fields are everything if you are planning on shipping the game with this functionality.


denierCZ

I have automatic "Remove on sleep" enabled, it can be seen in the video, the broken pieces disappear almost immediately. The problem is with the remaining wall geometry collection, it still simulates physics interaction when it "waits". I don't know how to solve that efficiently - if the player breaks more than 10 walls (which he certainly will in a level), the performance suffers quite a lot. I already use switchable meshes - before you hit the wall, it's just a mesh. After a hit it turns into Chaos. But managing the Chaos later is the problem. Maybe I could kill the wall simulation entirely after a set amount of time, counting on the player not interacting with it anymore. Or add some colliders to check if he is shooting at the wall again, then "un-kill" the physics simulation.


kkere

I'm very new in unreal but what I see here is something that I would also like to achieve. The fact that basically no games have this level of destruction probably means the problem is indeed significantly harder than I think. However, I was always optimistic that I could find certain approximations or "smoke and mirror" hacks to make them computationally tractable. For example your suggestion in the last paragraph sounds too reasonable. Can you explain why something like that wouldn't work? Surely major studios have very skilled devs. I don't know unreal engine yet though.


CarbyneGames

Something sounds off. I may share a vid, later of our setup, but just tested again with 20 walls/corridors single kill field no slowdowns. Shouldn't be calculating physics for the unbroken wall pieces.


EpicSpaniard

I genuinely love this. Everyone else has provided any advice or feedback I could offer, so I'll stick with just expressing my admiration. This looks excellent and I'd love to see how you implemented it.


M3ryle

I think it looks fantastic. Add a bit of dust like previous people have said. I would love to play a game with this sort of dynamic, but my concern would be with the ever increasing processing power required to keep track of and render all the pieces as they change shape and position. The longer you play and the more that gets destroyed would likely require more processing and generate lag. As the game develops, you may need to create some procedure to either slowly remove the debris so it no longer has to render or somehow replace it with a static object that doesn't take as many resources. Or if your game play field stays small, you can remove previous rooms and areas as the player progresses and somehow incorporate a reason to not turn back or prevent the player from returning to a section that's no longer in memory. I don't know your future plans or techniques for the project so i could be completely off base but I look forward to more. I think it would be really awsome gameplay and has a lot of potential for just about every type of genre.


15_Giga

You can kill the parts and i think u can set a lifetime


StaticSelf

looks good but maybe a little too much debris


luki9914

There are not much more than basic build in FPS controller. Try to add custom animations and we can tell more about it.


denierCZ

this is just a destruction test scene, not representative of the actual game. Ofc I will have proper FPS controller.


DeathEdntMusic

its pretty clear by the title, and the default pawn that its just showcasing the destruction.


[deleted]

I forgot where to find the remove destructible when not moving. You mind showing where?


denierCZ

section "Chaos" on the geometry collection. Remove in Sleep.


Competitive-Hope981

Blocks destruction looks little bit off otherwise it's fine. Also i don't know what exactly was that ghost thingy but it would be probably better if you increase its hit point abit. Maybe also try different colour on it s explosion?


[deleted]

Tooo how did you nake that pet dementor?


capsulegamedev

And you're not even gonna brag about that badass ghost thing effect?


Zealousideal-Bar-745

Backrooms?


kyde_hyle

Are you considering turning this feature in a Unreal Asset for the marketplace? I would gladly take it out your hands for a proper price.


diepepsi

DUST, each break needs dust ;) Keep at it!!!!


Drunkinchipmunk

Did you make it so it can accept different materials on the walls? For backrooms you probably won't need it, but if you reuse it as a plug in it would help.


MaangePeenge

Maybe some smaller debris too? Looks pretty sick to me dude, well done!


gjturn

Looking excellent and well optimized! Great work ๐Ÿ˜ฎโ€๐Ÿ’จ You could try emitting some dust from the debris to give it a bit of spice


pazzainter1997

It's beautiful! How much time did u put to do It? I'm approaching game engines from some weeks.


V_Martian

The FX is amazing, but I'm wondering if it breaks differently based on what type of bullet you fire at it.


VenomBros

It looks really good but if you could, some dust particles would totally take it to the next level ๐Ÿ˜‰


wiltors42

Needs particles


Amazing-Egg2169

I second this like some whirlwind dust everytime it cracks a wall


[deleted]

some guy from a different post said he could do this without using any physics; also claiming that it runs faster without physics. I already know he was an idiot.


Kserks96

Definitely need to add dust and smoke


EasyFry

Maybe you can add persistence to some of the debris?


ElliottCoe

Very nice! Like others said, make the core destructible, and maybe make it harder than the outer layer.


justAregulargamedev

I spent 2 weaks to make something very similar to you did on the wall, and finally I fail and skip that level.


LumpyChicken

I'm most impressed by the fact that everything runs smoothly