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 Post subject: Building's collapsing
PostPosted: Tue Jan 10, 2012 6:20 pm 
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Joined: Tue Jan 10, 2012 6:12 pm
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Hi, I'm new to this forum and this awesome game, It's fun but...
I think it would be better with destructible environment's. I think it would add more excitement and be cooler, especially in multilayer!

Again I'm new to this forum so sorry if this has already been suggested/planned.


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PostPosted: Wed Jan 11, 2012 12:18 am 
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Joined: Sun Dec 25, 2011 3:23 am
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Nope. This hasn't been suggested, but I think this is due to two reasons....
The first one is that it's hard to implement realistically. Your idea is probably inspired off Battlefield's destructible buildings, but that can't be re-engineered by a solo person and in the context of RWR. Battlefield has photo-realistic graphics, while RWR is cel-shaded, for instance.

The second reason is that RWR is a game about covering. If you can destroy every covers except rocks, the fighting experience will be very poor over time. That would be bringing Airport to a whole new level.

:P


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PostPosted: Wed Jan 11, 2012 7:10 am 
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Joined: Mon Jun 27, 2011 11:59 am
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The feature is actually on my things to do in the long run -list as seen on the About-page on the website, but it is quite low priority at the moment, and frankly it might take a year or two before we see such feature in RWR - given RWR is still under active development at that time.

The terrain system can be basically switched to one that allows live modifications, and as far as I know the graphics engine I'm using already has a working component for that purpose. Explosions would create craters, you could dig holes and trenches with a shovel, that kind of stuff. For destroying buildings, it's slightly more trickier, but I'm sure it is doable with certain simplifications, e.g. the buildings could be made of predefined blocks, which would just fly around or collapse on each other from a big impact. The partially destroyed buildings and all the pieces of buildings would actually make nice cover too, and it would be great if one would be able to move the smaller pieces around to construct specific places of cover.

Keeping it all in sync in an online game will likely be another challenge altogether, though.


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PostPosted: Wed Jan 11, 2012 4:11 pm 
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Joined: Sat Oct 22, 2011 9:48 pm
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"I don't know why one would want to destroy a building. It takes time to make it. Much time."

Sorry, couldn't resist. Seriously though, I think this wouldn't work very well, mostly for the reasons posted above.


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PostPosted: Tue Jan 17, 2012 3:47 pm 
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Joined: Tue Jan 17, 2012 3:43 pm
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Why not allow grenades to make craters, which improves cover, and protects from grenades blasts while prone inside one?


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PostPosted: Fri Jan 20, 2012 2:57 pm 
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zarco wrote:
Why not allow grenades to make craters, which improves cover, and protects from grenades blasts while prone inside one?


If I'm ever going to integrate the editable terrain manager in RWR, this feature is definitely the one that will be implemented.


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PostPosted: Fri Feb 10, 2012 1:16 pm 
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Joined: Thu Feb 09, 2012 1:09 pm
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pasik wrote:
If I'm ever going to integrate the editable terrain manager in RWR, this feature is definitely the one that will be implemented.

I'll then happily sit near a grenade-box and try to create a tunnel to hell. :twisted:


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PostPosted: Fri Feb 10, 2012 3:02 pm 
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Joined: Thu Feb 09, 2012 1:02 pm
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pasik wrote:
Explosions would create craters, you could dig holes and trenches with a shovel, that kind of stuff.


D:

Re the sync issue for destructable buildings, on joining the player receives a seed that is used for the destruction of buildings and each building that has been blown up gets blown up, and then any piece that gets moved by a player becomes seperate from the building and is updated accordingly?


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