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"Destructable Dirt" As in Liero #179424
01/23/08 03:21
01/23/08 03:21
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
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Metal_Thrasher  Offline OP
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Saturn
I was at work when this idea hit me. To design a game like Liero. Which, for you guys who aren't familiare is like Worms, except for it isn't turn based, and instead of being on land, you're inside of it. and you dig through it or blast through it. Like this::


Well, the point here is. Does anybody have even the slightest clue to whether it's possible to create a "dirt" that could be destroyed from any angle. It would matter whether it was done 2D or 3D. But I couldn't even think of a single way to acomplish this effect. But i can believe it's entirely immpossible.
PS: I posted here because I awsnt sure where else to post, but I figure like anything in programming a game, it starts with script.


-Johnny Thrash
Re: "Destructable Dirt" As in Liero [Re: Metal_Thrasher] #179425
01/23/08 03:36
01/23/08 03:36
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Posts: 2,503
SC, United States
Hey bro...

The first (and only) way that comes to mind is be created an "array" of blocks (like minesweeper). Then just removing them to create a tunnel. However, on the front of the block, draw a somewhat round shape thats bigger than the block, so it all looks rounded...


xXxGuitar511
- Programmer
Re: "Destructable Dirt" As in Liero [Re: xXxGuitar511] #179426
01/23/08 04:06
01/23/08 04:06
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
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Metal_Thrasher  Offline OP
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Saturn
hmmm, it's inventive. but I'm kinda afraid it might come off corny in appearence and functionality. Esp. in comparison to other cames of that kind

((PS: sorry about metal forum dude, I'm having server problems so it's been down))


-Johnny Thrash
Re: "Destructable Dirt" As in Liero [Re: Metal_Thrasher] #179427
01/23/08 04:20
01/23/08 04:20
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
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Metal_Thrasher  Offline OP
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Saturn
I'm thinking that to render an effect like this (at least in 2D) you'd need to use direct x. Like what it you could have it draw a circle or clear away vertices or a model being rendered, and some how player entities could only pass through that... Just an idea. thought it's kinda way out there.


-Johnny Thrash
Re: "Destructable Dirt" As in Liero [Re: Metal_Thrasher] #179428
01/23/08 04:21
01/23/08 04:21
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Wellington
Lotsa sprites could do it really well You need both horizontal and verticle types for ground and ceiling plus walls or just walls if you already have a hollow enviro to use.
No matter which way you approach the shot the effect should be created with good results I reckon

Re: "Destructable Dirt" As in Liero [Re: Nems] #179429
01/23/08 04:29
01/23/08 04:29
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
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Metal_Thrasher  Offline OP
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Quote:

Lotsa sprites could do it really well You need both horizontal and verticle types for ground and ceiling plus walls or just walls if you already have a hollow enviro to use.
No matter which way you approach the shot the effect should be created with good results I reckon



I'm not sure I'm following ya. How would I use the sprites to get this effect?


-Johnny Thrash
Re: "Destructable Dirt" As in Liero [Re: Metal_Thrasher] #179430
01/23/08 10:19
01/23/08 10:19
Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Ready Offline
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Ready  Offline
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Osnabrück, Germany
A friend of mine wrote a terrain system where verticle positions are stored in voxels (so you can deform it any way you like) ... that would work. Would probably be a bit overkill for 3dgs though


Do not underestimate people because they have a low post count... :0
Re: "Destructable Dirt" As in Liero [Re: Ready] #179431
01/23/08 18:15
01/23/08 18:15
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Wellington
Picture files (sprites) are used to show the underground surface area to the camera . The sprites cover the camera view and when shot at, they are replaced with the explosions, dust and debri of a tunnel being formed by force.
Small tunnel areas would have their walls represented by the sprite inages of the walls whilst the resulting 'cave' look would be shown as the base model or blocks.

Larger areas would do the same or similar.

Re: "Destructable Dirt" As in Liero [Re: Nems] #179432
01/23/08 18:25
01/23/08 18:25
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
I just had a similar (or the same?) idea as ready's friend had:

you have one huge block. floating above it, there's a terrain, that is straight. when moving forward or shooting, you move the affected vertecies back behind the block, so that the block's visible at these places...

?

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: "Destructable Dirt" As in Liero [Re: Germanunkol] #179433
01/23/08 19:45
01/23/08 19:45
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Pixel instructions on bitmap tiles.

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