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#1
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Who else water's at the mouth with this possibility?
Walls, pillars, partial buildings... Obviously that's a lot to ask for but doesn't physics mean this is possible? |
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#2
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As much as physics can become very costly for the computer, and its kinda futile, wrecking havoc is always fun!
More destruction!!! |
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#3
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Destructibles in the environment would be a nice feature to add. If implemented, it would be a noticeable upgrade in comparison to TQ. I would strongly support them if destructible objects added strategic depth to combat. If their primary purpose is to serve as eye candy, I could take them or leave them.
TECHNOmancer |
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#4
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I'd rather they just be eye candy...like if you throw a fireball at some enemies and a tree is nearby and burns down, that would be really kick arse. But I don't really care if other enemies near the tree take burn damage or anything.
Physics are a great way to make the environment feel a bit more realistic and believable. |
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#5
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I was a little upset with Titan Quest giving us the little teaser when going to fight the Scorpion King. There was that one pillar that your pets would always target and attack, and it would crumble. This is the only place where I remember seeing this happning in the game, and I always looked forward to that part of the game for that one reason. Well, and to kick some Scorpion King butt.
I'm hoping that more of this makes it into Grim Dawn. |
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#6
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I would also love to see this (just as eyecandy; I think it'd be too difficult to actually give it in-game effectiveness - though that would be even better ofcourse). When you cast a distortion wave at some enemies in a ruin, that the bricks surrounding them also fly through the air.
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#7
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I always wondered about that pillar near the Scorpion King...figured it was a forgotten left over from an axed environment physics system or something..
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#8
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Alright, this is one thing I'm totally looking forward to in Diablo III.
However, in GD that would be great. |
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#9
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There's a middle way that I think would be best suited for games like these in there; somewhere inbetween completely static environments and fully destructible ones like in Crysis or Red Faction: Guerilla, where, say, structures are not a single "prop", but rather constructs pieced together from a myriad of different bits (much like in reality), which all come crumbling down - with individually rendered physics - when you throw a grenade at them. Or, as would be more appropriate for Grim Dawn, a fireball.
To illustrate what I'm thinking about, imagine some kind of wooden scaffolding structure leaning against a cliff face, dotted with archers, supported by wooden beams. If you either hack at the main supports - or incinerate them, or shatter them by various metaphysical means, you get the idea - they break, and as a result, the scaffolding comes down wholesale, archers and all. But if you were to chuck yet another fireball towards the now bare cliff face, the rock wouldn't break the way the scaffolding did. So in short - most scenery unbreakable, most (fragile) structures breakable. |
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#10
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Isn't D3 trying to do stuff like that? I'm sure I saw something vaguely similar in a gameplay video...
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| Tags |
| destructible environments, engine |
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