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ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,362
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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Haha, Balsac.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,355
Location
Lusitânia
I don't get how come nobody now tries to do same level of destructive env that SS had. That game is now 17 years old. It was designed to run on a Pentium 3 with 128 MB of memory - there are fucking watches with comparable processing power now. And no devs are attempting to replicate the feature that just screams emergent gameplay. I am sad and disappointed.

Have you ever heard of a obscure shooter called Battlefield? Or Far Cry? Or Crysis? Or Rainbow 6 Siege? Or Red Faction? Or Control? Or Just Cause? Or Breach? Or ARMA?
What about Hulk: Ultimate Destruction? Or Noita? Or Minecraft? Or Force Unleashed?

Anyway, fully destructible enviroments are really fucking hard to make. That's why nowadays devs that want those sorts of physics are experimenting more and more with voxels instead of pixels.
 
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Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,566
Location
Frostfell
IS possible to take screenshots from DOSBOX?

I an Playing Dark Sun at moment. Then i will try Eye of the Beholder

Anyway, here is my gothic 2 - RETURNING necromancer video

 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,306
Darth Roxor you're playing via DOSBox? I've tried with it recently, the game worked fine for some time, then randomly crashed, after few more times I postponed resolving that.
 

Phinx

Augur
Joined
Dec 15, 2013
Messages
137
This is a mod I have been working on called Project Genesis. Taking inspiration from the Sega Genesis Shadowrun. However, expect to see maps from the Snes game, as well as missions and encounters taken directly from the Sourcebook. I have also gotten permission to absorb the old UGC Life on a Limb which will have selected portions integrated into the game.

Story wise it will be an original story, where you will take control of the protagonist who is terminally ill, and the price of the cure turns his/her world upside down.

On the Shadowrunning side of things, there will be small scaled random milk runs, one time runs, and story driven missions. I've also tried my best to make the matrix more interesting and mimic the Genesis version more closely. As well as allowing it to give the player the ability to use to matrix to make life easier, say you enter the public matrix, hack into the Coffin Motel to get free boarding.

I have also included almost every custom item, ability made by other modders that aren't overpowered, added a custom soundtrack as HK is eastern themed, and I've modified the AI scripts so the enemies use all of their AP.

Due to real life, as well as a full-time job, I didn't really want to post screenshots yet. But it's only a matter of time before my company forces it's employees into isolation, so I thought this is the time to post it as I'll finally have some ample time to get things done.
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JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
35,066
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
I don't get how come nobody now tries to do same level of destructive env that SS had. That game is now 17 years old. It was designed to run on a Pentium 3 with 128 MB of memory - there are fucking watches with comparable processing power now. And no devs are attempting to replicate the feature that just screams emergent gameplay. I am sad and disappointed.

Have you ever heard of a obscure shooter called Battlefield? Or Far Cry? Or Crysis? Or Rainbow 6 Siege? Or Red Faction? Or Control? Or Just Cause? Or Breach? Or ARMA?
What about Hulk: Ultimate Destruction? Or Noita? Or Minecraft? Or Force Unleashed?

Anyway, fully destructible enviroments are really fucking hard to make. That's why nowadays devs that want those sorts of physics are experimenting more and more with voxels instead of pixels.

A better comparison for Silent Storm would be the Men of War series. WW2, strategy, almost every building can be leveled to the ground and tanks have locational armor and penetration values.

Most of the games in your list don't have destruction that is as universal as the destruction in SS. Other than maybe Red Faction: Guerrilla, where every building can be leveled to the ground.
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,606
Most of the games in your list don't have destruction that is as universal as the destruction in SS. Other than maybe Red Faction: Guerrilla, where every building can be leveled to the ground.
Company of Heroes and World in Conflict.

THE MECHANIC: Destructible environments

Most of the features on a Company of Heroes map can be destroyed: fences, walls, buildings, the ground itself. Destruction provides a great deal of its real-time strategy and also the game’s whole identity, which evokes the WWII we know from the photographs, films and stories that memorialise the fierce fighting that swept through northern France, leaving hedgerows and fields, farms and towns in ruins.

And let’s be honest, it’s also a thrill to see your actions written into the world. Shellholes and breaches are a record of the skirmishes and pitched battles you’ve fought. Though Company of Heroes was released 11 years ago, it’s still a novelty to see a game world respond so expansively to your decisions.

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It all comes from a simple idea: giving soldiers cover. “We were looking at the original vision and source material and cover was obviously critical to the experience of soldiers on the frontline,” Quinn Duffy, who was senior designer on the game, tells me. The first prototypes featured basic all-around cover, and Relic noted the way it encouraged players to preserve their troops. And then the team switched from using the old engine it had used to make Impossible Creatures to a new one, called Essence, and with it came cover that was directional.

“That was the big defining change in terms of environments in the game,” says Duffy. Now units would only be covered from one side, creating opportunities for them to be flanked or approached from the rear. Relic then wanted the cover to be destructible, with weapons impacting on it: machine guns tearing through fences, grenades blowing walls down.

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The result was a relationship that defined the ambitions Duffy and his team had for their game. “We wanted to create movement and fluidity and adaptability in the world. To force troops to move and for players to move them around, seeking better cover.”

But in making an actual game out of this relationship, Relic encountered all manner of knock-on effects which ended up pulling in the creative skills of the entire studio to solve them. “We had to be really aware that by deciding to destroy the environment we were signing up for emergent gameplay in every system, not just a few,” senior artist Alun Bjorksten tells me.

Some effects were practical. If guns are firing on cover, then the player needed to see the bullets impact on it to understand what’s happening. So Relic had to create little visual features to support that, including extra effects, such as the machine gun tracking its bullets across ground and up to the cover to give players awareness, as well as a sense of drama.

And say you’ve got a squad of riflemen behind a fence that’s under fire from a machine gun. When the fence falls apart, the riflemen needed to be able to automatically shift to find the next cover so they had a sense of life, so a kind of self-preservation system had to be built to manage that.

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And then there’s pathfinding. In the first Company of Heroes, soldiers can’t cross fences and walls, so once vehicles and explosions start breaking them up, troops’ access to different parts of the map completely change.

“It made the map design interesting,” says Duffy. “If you put a fence in you needed to know the pathfinding distance it would add, and you needed to ensure it wasn’t going to block troops.” Map design was an exercise in breaking the game into phases for when during the battle certain weapons and vehicles with the power to destroy objects would appear, and accounting in the environment for their effects on changing the pathfinding.


Sometimes destruction would remove access to areas, such as when buildings are reduced to impassible rubble. Bjorksten remembers when the team made it possible to destroy bridges, but before it was possible to repair them. “We were like, we’re going to destroy the bridge! And then you realised you couldn’t progress any more. So we needed to repair as well as destroy, and then to destroy the repair. You could easily invalidate the gameplay.”

Philosophical decisions had to be made, too. If a wall falls down and the AI isn’t there to see it, does it know about it? Relic decided it had to.

This creative choice is what’s behind those times when you see AI begin magically pouring through a new gap in defences. “There’s a desire to make them only aware of what they can see, but it’s not always realistic in terms of the knock-on behaviours,” says Duffy. Without this supernatural awareness, the AI could get stuck because it doesn’t have long-range knowledge about the world to be able to find its way to where it wants to go.

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Players can also put down barriers, like barbed wire and sandbags, further tweaking the way units can access different areas of the maps. And in these being destructible came another issue, as Duffy explains: “You put a nice sandbag emplacement overlooking a road and set your machine gun up, all super cool and tactical, and then your first vehicle comes and drives right through the middle of it.”

“The Tiger tank has this ability called ‘heavy crush’, which can crush objects that other vehicles can’t,” says Bjorksten. “Once it’s on the map then all bets are off because this thing could go through all kinds of things you’d set up neatly as chokepoints.”

Destroying your own defences is a long-standing frustration in Company of Heroes, but like the prescient AI, it’s a result of accounting for wider problems. First, Relic needed to avoid players being able to accidentally block in their own vehicles with their defences. Relic also knew the appeal of that same vehicle crushing the enemy’s defences. And then there was the way pathfinding works. The game has a grid of the world that records in every location what objects units can pass through it. When somewhere is marked passable to a heavy crush vehicle, as far it’s concerned it’s just open ground, blind to what’s actually there. Unfortunately that means it’s also blind to your own defences.

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“I think game design and development is months and years of constant little compromises and weighing pros and cons, and that’s the daily occurrence,” says Duffy. “There was a lot of debate about this and how much we tried to preserve elements of the maps so the early infantry cover combat was maintained while also being able to have vehicles rampage around and not get stuck on objects or do slow turns around things and get killed. When the maps were really populated with crushable stuff, vehicles became tough to use because they had slow turn rates and they’d expose their weak armour. Those frustrations aren’t worth the trade-offs.”

Not all the ramifications of making things destructible were problems. They also led to design opportunities. For instance, if you have cover, you can start to design weapons that are effective against it, like the grenade. And if you have buildings, soldiers should be able to go inside. And if they’re inside, they should be able to shoot out of it. “So they should poke holes in buildings and use them,” says Duffy. “Alun spent like a year making buildings work.”

Every asset needed a set of destruction states and physics objects attached to them to represent damage. They also needed to have rules attached to them to represent whether they’d block pathfinding or provide cover or other things. “We probably tripled the cost of making the game because of this!” says Bjorksten. But buildings were a special case. Relic wanted them to look like the ones you see in period photos, where every window is different, where rooflines don’t meet up and nothing’s symmetrical, and where damage varies enormously.

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“We knew we couldn’t just create a set of pre-damaged buildings, because you’d see the repeats of the same building over and over again, so out of this was born an epic system for designing these systems in what we called panels.” Every building was divided into 10ft by 10ft pieces, and then written into the rendering code were ways to punch holes or collapse them. Two people worked on this system for two years, almost full-time, creating the art and figuring how the the texture memory available to PCs at the time could hold it all.

“There are 230 different damaged states that you can put a building into,” Bjorksten says. That’s 1,073,741,824. “It’s quite the system.”


And along with their appearance, buildings had an impact on the game itself. Weapons had different effects on them, including the number of panels they’d damage and its extent. They’d have sight-blocking and shot-blocking properties, too. (The team had to also account for stats and random values occasionally leading to cases such as V1 rockets impacting on a building and doing no damage.)

“I don’t know if many teams have attempted that. Probably with good reason,” says Duffy.

I wonder if Relic ever found the scale of what Company of Heroes became daunting, but Duffy shrugs. “No more daunting than just building a big-ass game is daunting.” Perhaps that’s just with the benefit of knowing how well it turned out to work.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,933
Larry just lets it roll off the shoulder and goes back to building sand castles.


Also, dabbled in some Combat Mission: Battle for Normandy. Nice little battle with Germans assaulting a village (I played as Axis, offense is more difficult vs. AI).

Wiped them all out, though I lost a Stug III almost immediately upon Allied armor showing up. This was the final capture of the battle as it ended. A pair of Americans were hiding in the embankment for minutes and then, like doves rooted out by dogs, they took flight and were immediately mowed down by the Tiger. The "HIT: Weapon Mount" is the guy's M1 Carbine ricocheting off the Tiger's barrel about 0.1s before he eats a burst of MG42 in return. Valiant effort, but there were no P-51 Mustangs to save him this day...

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Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,606
All this talk about destructible environments made me reinstall World in Conflict. Game still looks better than 90% of Rts games released currently and its 13 years old.
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