ID:265629
 
i was think what about a interactive environment in games. ie if a mob get blasted in to a wall the wall damages the mob and the mob damages the wall, or the mob hides behind a wall and the wall takes the full attack.

So what do you think, think it would work? and if so think it would be good?
That would be easy to make with the Bump() procs and "hit point" vars for the wall and yourself.

I think it would be kinda cool to see a game like that, but the problem is that if the walls could break, there would be gaps in walls everywhere by the people who do things like that.

Getting the walls back afterwards would really make breaking them pointless except for a burglary concept in a game.
In response to SSJ-Chao
i supose you could make the walls come back after like 5 minits or you could have a skill repair and get money from repairing walls. (MABY)
In response to The Riddler
You'd have to be careful about giving people money for repairing the wall, because you just know that they're going to get together with a friend and exploit the system by repeatedly breaking and repairing walls. =)

Maybe if you get fined for causing an action that breaks a wall and you can get the money back by repairing it, but that doesn't sound like fun.

If there was an in-game advantage apart from money then that would work. For example, in a Castle-style game, leaving the walls broken would give enemies more access points, which is bad. Or in a game with teams and bases (like Proelium or Lode Wars - or MLAAS, but with a stronger emphasis on team vs. team gameplay), if you didn't repair the wall then enemy players would be able to get into your base.

Having the wall self-repair after a minute or so is a nice and simple solution though.
It is a good idea, and its used in some games, the problems usually faced are people repeatedly destroying walls for fun.
In response to Crispy
Self-repair makes it so it's pointless to destroy it besides going through the hole in the wall. So it's all pointless.
In response to SSJ-Chao
SSJ-Chao wrote:
Self-repair makes it so it's pointless to destroy it besides going through the hole in the wall. So it's all pointless.

So what your telling me is that it can have a point, going through the hole in the wall.

I think it all depends on what kind of game your making. If it's an RPG, then it could be useful for breaking into closed buildings (shops?) or other peoples homes. It could also be used in dungeons/mazes as part of the puzzle (soft spots in the walls? Find the key, or are you strong enough to just bash down the door?) The wall would be timed to to come back, because townspeople/the inhabitants of the dungeon fixed it.

In an action style game, well, it's just fun to destroy as much as possible. But it could also be used for hidden areas, bonus items, ect.

In a strategy/turn based strategy, the uses are endless.
If you're going to have environmental damage, you might as well brew up your own "Pseudo-Physics" system. Makes the environment more "realistic"
I think as a general rule things like this sound cool in writing but are pretty impractical in programming. It might be doable, but its simple not worth the effort to do it. That's why nobody does it.
In response to Foomer
It's easy enough to do if you have the architecture in place, but impossible to do if you don't have the architecture. Sadly, most people don't have the architecture because deformable environments aren't decisions that most people make right from the conception of the project -- it's mostly thrown in as an afterthought, and as such is usually implemented in a very poor way, if at all. Games like Quake 2, Half-Life, etc. all use binary-space partition maps which are essentially immutable. Red Faction uses BSP-type maps as well, but it was built from the ground up to have deformation; but then again, it requires a lot of memory to have a deformable environment and most people discovered to their chagrin that Red Faction's environment was barely destructible except in certain places!

You'll note that non-3D games are much, much easier to use with deformation than 3D games, as you don't have to store any complex 3D information; a tile is either there or not there in a 2D game, but in a 3D game, every single bit of damage is a hole or decal with new polygons to render. This makes deformation much, much easier to implement in a BYOND game or other 2D game (like Jagged Alliance 2, whose urban environments are almost completely destructible (roofs are not, sadly)).

Sometimes it really is an issue of too much work, though... =)
In response to Jtgibson
Jtgibson wrote:
most people discovered to their chagrin that Red Faction's environment was barely destructible except in certain places!

Gotta love the indestructible cubicle partitions. =P