A little off topic, but I still wanted to ask…
Will some enemy types or bosses have destructable limbs (ie dismemberement & damage) during a fight?
Say for example that a zombie might lose its arm & still run after you…or whatever?
Sorry if this is redundant.
And destructible environment is really nice.
I hope there will be statues to deface & columns to cause to crumble down.
That’s exactly why at later levels either you or the monsters shouldn’t be affected as much from a falling wall. I mean, it’s “only” a wall opposed to much more destructive effects like a huge hydra trying to bite your head off and failing…
Do you mean a wall is as powerful as a hydra, for example?
There are many ways to make a falling wall be useful, i listed some in a previous post and i’m sure there are more!
I consider it would add a lot more to the game’s value if falling objects would do more than damage and personally i wouldn’t like it to scale with the difficulty or the character levels.
Well it’s not like we are playing Dragon Ball (or any other shounen-manga).
No matter how high your level a falling wall should always have an strong effect on you/monsters imo. Maybe huge stuff like Stone-Golems shouldnt be affected.
Other question: Will it be possible to completely destroy Devil’s Crossing?^^
Not that I would want to do it…just a question.
Now that i think better of it, my point has little to do with reality. It’s easier to see by comparison to other dangers that are in the game.
I would make a drawing, but i’m too lazy. Just think a bit about a wall falling on top of you and compare to a huge monster trying to bite your head off. And then think what is most dangerous.
I can’t believe this debate is actually happening… lol
We have two choices:
A) Object damage scales up so that it can roughly keep pace with the ever-increasing amounts of life that players and enemies gain as they level up and continue to play a meaningful role as a source of environmental damage.
B) Object damage doesn’t scale up and early in the game it becomes a useless, obsolete feature. Not fun.
I don’t even really see how this has anything to do with realistic physics. Do objects in real life inflict a set amount of hitpoints worth of damage? Do humans level up and become immune to the impact of falling rocks? If anything it seems like scaling object damage maintains a more realistic physical relationship in that humans and appropriate enemies continue to take a reasonable and expectedly serious amount of damage when struck by falling stonework as opposed to eventually suffering no more damage than if they got hit by a bag of feathers.
In the end, I think this is a fun feature and, while maintaining realism can benefit the game in many areas, this is one where I don’t see how maintaining the supposed realism of hidden numbers is more fun than a balanced and functional feature.
I respect your concern and appreciate that people are thinking about the best way to implement features but in this regard, when actually playing the game, I think people are going to enjoy this feature if it is correctly balanced and I don’t believe it will be ruined for anyone if some hidden numbers scale to maintain that balance and keep it fun.
No, I don’t think so. The destructible objects are a different class of asset than items that you can pick up. So currently there is no way to turn a broken piece into something you can pick up. However, it would be possible to make destructible objects that can drop loot items.
Sweet! So we can just bust open chests instead of having to tediously open them or look for the key
All jokes aside, the whole system you have set up sounds really good. It’ll be interesting to see what you guys come up with for loot from destructible environments and so forth. And I too agree that falling object damage should scale with the player. It will end up being more fun and effective as you move through the game.
Wow more interesting feature. Make sure to put some really hard to find secret small vault that could only possibly discover if you told us about it. We will see how many month before anyone found it.
…Which would make the breakable–>recipe possible, because one could simply program a specific recipe part to be dropped? Or for that sake something else. Could be part of a quest to find hidden thingies
Be nice to see it happen, for instance you destroy an arch(or something) and out pops an ancient relic that had fallen out of some guys pocket and got lodged in it during construction.
Been lurking here for a bit. So many games to follow these days. Grim Dawn is looking great guys, keep up the awesome work.
I can’t believe this debate is actually happening… lol
We have two choices:
A) Object damage scales up so that it can roughly keep pace with the ever-increasing amounts of life that players and enemies gain as they level up and continue to play a meaningful role as a source of environmental damage.
Hehe, I agree. I don’t believe there is a choice here, it has to scale. Having the option to try use the terrain and falling objects to your advantage in combat is great and dynamic. It should be useful at any level on any difficulty, thus it needs to scale.
Oh, cash prizes for destruction. That could be fun.
That is called programmer art. I chopped the arch up really quick to test the tech. None of the artists have had chance to touch it up yet.
Worked as a web developer at a design studio for a number of years and did the same thing from time to time. Even after reminding others in the workflow to replace my eye blistering master piece, sometimes the place holder content or graphic would make it through to the site gasp.
So the other developer and I starting making it pretty blatant. But it sounds like subshape has your back, go team!
I have a tendency of making things more complex than needed
Valid point and by that point of view, it makes sense, but there can be fun even without it scaling!
Yes.
Humans as we know them (or us ^^) don’t level up, but if they did, they could eventually become immune or more resistant (more HPs, damage reduction, evading a falling object, etc.).
Monsters and characters obviously continue to increase their power or level, even if you don’t look at the number that represents their level/hps. That means that if in the basic difficulty and in a later one the damage a wall deals increases in absolute terms, then the wall has effectively “leveled up”?
I gave some suggestions before that i think would be fun, perhaps more than just dealing damage. If it stuns mobs, for example, not dealing noticeable damage later in the game may be “acceptable” in the game experience. I think that these would add some more(?) usage of tactics besides of straight forward bashing!
Anyway, i feel like i’m repeating my points here and that doesn’t add anything more to the discussion. Having destructible environment alone is a great feature and i’m sure it will be fun!
Keep up the good work! I’m looking forward to see this game!
Humans as we know them (or us ^^) don’t level up, but if they did, they could eventually become immune or more resistant (more HPs, damage reduction, evading a falling object, etc.).[/QUOTE]
If a rock smashes your leg, will you tell the emergency doctor:
“I lost 97 of my 165 HPs due to this rock critting my leg.”