Lord Ba'al
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Post by Lord Ba'al on Feb 12, 2016 13:34:44 GMT
Has there been any consideration to the idea of implementing deformable terrain?
By that I mean the player being able to shape/alter/create the landscape.
Has it been thought of? Has it been rejected? Is it something to possibly look at in the future?
I'm asking because I don't remember if it has been discussed before.
People like being able to modify the terrain, or at least I do, because it allows for a release of creativity.
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Post by Deleted on Feb 12, 2016 17:01:24 GMT
Has there been any consideration to the idea of implementing deformable terrain? By that I mean the player being able to shape/alter/create the landscape. Has it been thought of? Has it been rejected? Is it something to possibly look at in the future? I'm asking because I don't remember if it has been discussed before. People like being able to modify the terrain, or at least I do, because it allows for a release of creativity. I would imagine terrain editing similar to From Dust would be highly satisfying in VR. I suppose the trick is that fine polish of making it meaningful, yet avoiding tedium.
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Post by Deleted on Feb 12, 2016 17:04:30 GMT
It would be hugely fun to be able to knock down a mountain with your fists and pat it flat for a settlement or a farm, or trench a river out of the ground for your people with you hands.
My mind is going wild with the possibilities of different terrain, combinations of geology, materials, land formations. Can't wait to see what you folks come up with.
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Post by Spiderweb on Feb 12, 2016 18:09:48 GMT
Has there been any consideration to the idea of implementing deformable terrain? By that I mean the player being able to shape/alter/create the landscape. Has it been thought of? Has it been rejected? Is it something to possibly look at in the future? I'm asking because I don't remember if it has been discussed before. People like being able to modify the terrain, or at least I do, because it allows for a release of creativity. all the best God games have had the ability to alter the terrain my personal favourite was populous the beginning
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Post by Deleted on Feb 12, 2016 18:18:32 GMT
What if they took it a step further and allowed them to physically manipulate weather patterns, climates, etc with motion controls. That would be something.
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Mandrake
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Post by Mandrake on Feb 12, 2016 22:49:01 GMT
A tricky topic, if not handled carefully, since this is a mechanic that has the ability to kill off a game's development if it becomes more of a gimmick the rest of the game surrounds...if there's much of a game there at all. You know the one I mean...
Find yourself at Miner Wars 2081 - you've perfected destructible terrain, but you've not much of a game otherwise to show for it - isn't a good position to be in for a company, and so KSH had to undig themselves out on that one so Space Engineers would have a chance.
So a big concern around this mechanic would be to make sure that if it is going to be an integral part of the core gameplay then it needs to be refined early on so that other parts of the game are not waiting broken for it to arrive.
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Post by echocdelta on Feb 13, 2016 11:09:35 GMT
Mandrake nailed it.
I wrote a massive post about all the different stuff we had considered internally but I decided I'm turning a new leaf with effective communication.
UE4 can't edit landscape actor in run-time, but mesh deformation is possible and we can still test it.
Game design wise, we agreed that it's a feature that we would like to have, will aim to have, but the core gameplay will not be on it. It'll be a way to add to the sandbox experience.
When we get to that point, I have a test pipeline I want to check out with mesh deformation, PolyWorld script plugin and NavMesh with actors (pathfinding and such).
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 13, 2016 12:07:59 GMT
Okay so it won't be a core feature of the game then but may possibly be implemented in limited form later on. That's how I read it.
What about randomized terrain generation? I find it adds to the replay value of games. Games where you always play on the same map(s) tend to get boring.
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Post by Spiderweb on Feb 13, 2016 18:05:10 GMT
Even this looks fun, not really deformable but reminds me of populous 3.
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Mandrake
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Post by Mandrake on Feb 14, 2016 1:05:46 GMT
Along the topic of deformable terrain, anyone else remember this little gem from indie's past? Tread MarksIf you're into Arkanoid/Breakout-style games, LDA's DX-Ball 2 is a good addition to the genre. Another one, from a developer I met during Lionheart's development (Reflexive, now since acquired), Ricochet.
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Post by morsealworth on Feb 14, 2016 7:10:10 GMT
I doubt people remember Vangers or Perimeter, so I'm reminding that those also have deformable terrain.
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Post by idem on Feb 14, 2016 16:07:23 GMT
Deformable terrain in a god game isn't so much a straightforward link to me. I mean, I get it, the first god game had it, so it's part of what we think about when we think of god games. But the problem for me is the integrating of it's function. In my view Godus took some steps in the right direction when it comes to integrating the feature but even in Godus it falls short. Deformable terrain is an investment, both in terms of how long it takes to build the feature, and in what things you have to adjust design-wise because your players can change the landscape. It has to be worth that investment.
I'll take the vulcano as an example, which they did in Black and White, and wanted to do in Godus. In Black and White it created a mountain, it spewed some fire balls, oozed some lava, and then disappeared. Trees would be gone, buildings destroyed. Pretty consequential, but it only created short-term gameplay before gameplay would be normalised again. So what happens if you stretch out the vulcano duration? What if it starts with gasses rising from the ground, making nearly lakes acidic, killing the fish, and making them un-crossable, then it kills trees. Then slowly elevation of the ground happens which alters how you can move around. After a good long while it erupts, creating a pyroclastic flow, destroying whatever is downhill and making the area unlivable for a while. Lava comes down and the occational fireball. This is the period during which nobody wants to be close. Afterwards, when the eruption dies, the ground becomes super firtile, but the mountain stays, creating perfect farming ground with elevation. Stretching this out over a period of hours or even days means that gameplay changes for an extended period of time, rather than a minute or so, as with how the feature was done in Black and White. And the period of acidity in lakes and the ground can take days to subside as well. The period of lava and ash making the ground very firtile can last for weeks. Elevation being permanent means you also have more reason as a player to flatten the ground again for building purposes. And what if, during the time before eruption, you can dig into the landscape to determine where the eruption point will be? What if you can alter the landscape to make the acidic waters nearby flow into your enemy? What if you can take the firtile ash and hardened lava, and move it around to a different site? That's a well integrated terraforming feature that alters gameplay over an extended period of time.
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Post by 13thGeneral on Feb 14, 2016 17:02:31 GMT
I think the current expectation of a completely deform-able terrain - though essentially present in Populous - comes from the advent of wildly popular games like Minecraft, which have perhaps spoiled us a bit with their world-altering mechanics. However, with a game like Minecraft, there aren't really other game functions that are effected much by these alterations of landscape (save for water, lava, etc), which as a more "RTS-like" god game would rely heavily on for gameplay. Despite that, the gaming consciousness has been altered to accept the notion of "fully alterable terrain" and, truthfully, we expect these functionalities because of that exposure - without giving much thought into the intricacies, such as those idem mentions above. One of the things that drew me originally to the idea of Godus was in how they approached and handled the sculpting of land - albeit still not quite hitting the mark they predicated in the pitch for the degree of alteration - but it was a much simpler functional idea, with ramifications to the gameplay. That said, with this game I would still like to see massive and destructive capabilities (i.e. raise a mountain/volcano, create a crater or fissure, etc.), but how that would effect the game world is likely a very tricky prospect to balance.
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Post by echocdelta on Feb 15, 2016 10:10:43 GMT
I think the best thing to communicate here is that terrain deformation is something we want, but done so in a meaningful way that isn't the core part of the game.
Minecraft had not just terrain deformation, it had creation/destruction to a fine point based on a rather simple mechanic. But it was a masterpiece and a revolution for games.
I really like the point by idem, in that a volcano spell is something that is framed as a short-term miracle that might even lead to saturation or over-exposure. I found the tsunami and volcano, in From Dust, to be the perfect examples of world changing miracles. A volcano would perhaps be a super-miracle, or a natural antagonist, or anything in between - but not something made lightly.
My design rationale is that currently the game's design, core mechanics, function without any terrain deformation but are reactive to it. Plant a forest, raise a mountain, flatten the land - they all have tangible resource results that directly impact the core loops of NPC Want, Get, Expand. The idea will be to look at how terrain deformation can expand on gameplay, but not crutch it.
From Dust, personally (and strictly personally) speaking was a good example of this.
It was an amazing tech demo and terrain deformation puzzle, but it was eventually cannibalized by Ubisoft to be used for just the water in Black Flag (allegedly). I always felt that they relied too heavily on just the terrain manipulation, whilst they actually built an amazing platform to host a great RTS game. Past a linear set of puzzles, the game was limited, and ended up being just a tech demo/prototype for a function in a bigger game.
Terrain deformation needs to reinforce, I feel, a game that can function well without relying on it - as a feature and not a core concept.
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Post by idem on Feb 15, 2016 12:21:24 GMT
What about making your followers adapt the terrain? The gods didn't build the pyramids, people did. They can literally build mountains. Isn't it perhaps a more powerful feeling if they are the ones who alter the terrain most of the time and then when there's something even they can't do then you as a god 'bring out the big guns'. It creates a power contrast and means that you as a player don't feel you have to do everything yourself.
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Post by Spiderweb on Feb 15, 2016 17:48:40 GMT
I think the best thing to communicate here is that terrain deformation is something we want, but done so in a meaningful way that isn't the core part of the game. Minecraft had not just terrain deformation, it had creation/destruction to a fine point based on a rather simple mechanic. But it was a masterpiece and a revolution for games. I really like the point by idem, in that a volcano spell is something that is framed as a short-term miracle that might even lead to saturation or over-exposure. I found the tsunami and volcano, in From Dust, to be the perfect examples of world changing miracles. A volcano would perhaps be a super-miracle, or a natural antagonist, or anything in between - but not something made lightly. My design rationale is that currently the game's design, core mechanics, function without any terrain deformation but are reactive to it. Plant a forest, raise a mountain, flatten the land - they all have tangible resource results that directly impact the core loops of NPC Want, Get, Expand. The idea will be to look at how terrain deformation can expand on gameplay, but not crutch it. From Dust, personally (and strictly personally) speaking was a good example of this. It was an amazing tech demo and terrain deformation puzzle, but it was eventually cannibalized by Ubisoft to be used for just the water in Black Flag (allegedly). I always felt that they relied too heavily on just the terrain manipulation, whilst they actually built an amazing platform to host a great RTS game. Past a linear set of puzzles, the game was limited, and ended up being just a tech demo/prototype for a function in a bigger game. Terrain deformation needs to reinforce, I feel, a game that can function well without relying on it - as a feature and not a core concept. I loved from dust it was a beautiful sandbox, only thing missing was more depth in the game play, no idea how they could of added it but it was missing such a shame there was no more.
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Post by echocdelta on Feb 16, 2016 11:22:05 GMT
What about making your followers adapt the terrain? The gods didn't build the pyramids, people did. They can literally build mountains. Isn't it perhaps a more powerful feeling if they are the ones who alter the terrain most of the time and then when there's something even they can't do then you as a god 'bring out the big guns'. It creates a power contrast and means that you as a player don't feel you have to do everything yourself. I think this is a good point. The only game prototyping session to produce a 'need' to remove/change terrain was when I blocked the mine on a designer with boulders/terrain and they asked if they could just remove or change the land. I'm trying to find those reasons, gameplay reasons, to drive that need. I'd like for the villagers to build bridges or roads organically (maybe path a spline based on navigation waypoints) and for those roads/features to deform terrain. That's low level, I know, but if we have even that (without using normals on materials, or decals) then we can scope out for bigger things. A pyramid, or monument of any nature, definitely should be a massive progression point or driver for gameplay. Mainly because I want, in VR, the player to stand head-to-head with the NPC built monument and punch it into pieces. Small things, you know?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 16, 2016 14:01:30 GMT
Mainly because I want, in VR, the player to stand head-to-head with the NPC built monument and punch it into pieces. Small things, you know? You sound a bit like Peter M there.
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Post by idem on Feb 16, 2016 22:38:39 GMT
"What, you spent 100 years building this life-size statue in my image using nothing but your bare hands? Meh, I don't like it". *SMASH* "Try again...".
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Post by echocdelta on Feb 21, 2016 2:55:32 GMT
Unlike PM, we've actually got the physics and mesh destruction working already, this is more of a personal thing I'd like to see. I could probably test for it basically right now by building a large tower in blender, importing it in-engine, covert to a destructible mesh (up to 100 pieces or more) and smash it with my hand. The houses use the same logic, you can just punch a house or swipe to destroy them without issue (there are little bugs, but they're based on just prototyping things).
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