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Devlog No.040

🕑 Added 2025-04-17 07:57:43 +0000 UTC
Devlog No.040
Devlog No.040
Devlog No.040

Comments

Mitatell

Yeah I am thinking that this sort of thing is the way to go for it. I already do have some damage systems in place that let me alter how attacks interact with destructibles so I just need to fix them up so that they have HP and attacks do certain HP worth of damage to them instead. Should be easy enough to do!

Marilith

One idea for the block-breaking problem is to make a separate damage type for the purpose and having attacks simultaneously make an effect that does normal damage and another for this "dig" damage. Enemies would be immune to "dig" damage so that second effect doesn't do anything to them but blocks would be vulnerable to it. That means you can have different sized or offset hitboxes for each effect. For example, you could have the damage radius stay the same size it is now, but have an overlapping "dig" radius that's bigger or shifted slightly down so more or lower blocks get hit, without impacting how you fight enemies. If you need destructible blocks with enemies on them, you can sneakily make them immune to "dig" damage but still vulnerable to normal damage so they're no more at risk of destruction than they are now. If you make the offset or different sized radius subtle, most folks won't notice and things will appear to "just work". You wouldn't have to change the visuals at all! Deep Rock Galactic actually does it this way. The Driller's satchel charge being the most obvious example because the damage and "carve", as they call it, radii are individually upgradable so you can focus on blowing up bugs or clearing terrain as you prefer. I don't know if this idea is workable at all in this game but I wanted to share the idea in case it helps!

Mitatell

Oh yeah you're right I can do that! I actually did get a system for HP in place already with the cookie destructibles so I can just modify things to work more like that. I'll have stone destructibles coming up and so it should work out to use them for any ledge that I don't want the player to outright destroy. Hopefully the blacksmith is both enjoyable to work with and look at. If you think it will look good I might add one of it undocking when Aria gets close. I was just a little annoyed at myself with how it looked and felt like I could do better is all. (For the base station)

AlextricBunyip

Oooo neat, the mines look like they will be interesting to explore~ If anything one solution to the destructible ledges with enemies standing on them would be to make said ledges durable, have some visual effect of them getting damaged with the aoe's of some attacks but not outright destroyed in a single hit, like the block itself has its own hp and only takes a single point of damage if hit. Would make a certain weapon less desirable in that area but doesn't force a player to not use it, just more careful about how they use it. Town looks pretty good, and hearing about a blacksmith here also will be fun to see~ A peace emitter is an excellent idea I think for having zones that don't drain energy, could see many an application for those, and the docked sprite of it is fun, could have a small animation of it undocking when a player enters an area with one, so long as it's in camera range anyways as extra work and fun detail XD


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