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Anisoptera Games - View topic - Rework to explosive radius
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Rework to explosive radius 
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Last edited by MonsPubis on Tue Nov 17, 2015 1:31 pm, edited 3 times in total.



Sun Nov 15, 2015 6:41 pm
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How would it calculate the damage affecting blocks it completely covers? Would it be the closest point from the center of the explosion to the block?

The explosion graphic should be re-made to diminish as it expands if this were to be implemented.

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Sun Nov 15, 2015 7:19 pm
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Sun Nov 15, 2015 7:35 pm
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Just a few things:

1) Physic is a BAD game designer

2) We are dealing here with "Futurtech", so some of our formula could be "wrong" (or incomplete). And some weapon could use things that we don't understand that allow it to hit a 400 radius area with only 15 "damage of force"


This is not a bad idea, but would limit the modder (and the Great Creator) in their abilities to have weapon of huge power strike a small zone and of low power to strike a large one!

The thing that I truly like is the scale with distance.
As a on-off option, this could balance some weapon and allow new modding possibilities!
(Thing of a weapon that deal MORE damage at the edge of the area than at it's center O.o)

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Mon Nov 16, 2015 2:02 am
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To the best of my knowledge, all radial forces diminish as a square root of distance. Light, explosions, gravity, etc. There could, of course, be some things that I don't know about or things that we haven't discovered, but it wouldn't be unrealistic to design a game that uses it as we are aware now. If you look at the weapons that do splash damage, they're given names like "Nuclear", "Flak", "Plasma", and "Antimatter". All of which obey the above rule. That's a pretty good point that it takes some control away from the mod makers, and so for gameplay variety I certainly think keeping static explosion radius is worth considering. But I do really like the idea of scaling, and the suggestion I quoted at the beginning seems like a good, happy medium.

With that in mind, I disagree that physics makes for bad game design. Physics, done properly, is excellent game design. Our entire life is spent interacting with physics as it behaves in the real world. When games behave as our brains expect them to behave, it makes them far more intuitive and in many cases more satisfying. See Portal, Besiege, Kerbal Space Program, Angry Birds, Forza, Project Cars, and Gran Turismo. Even Reassembly invites the understanding of physics via the use of thrust, mass, and having ejected projectiles use recoil (every action has an equal and opposite reaction).

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Mon Nov 16, 2015 3:40 am
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Mon Nov 16, 2015 8:03 am
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Mon Nov 16, 2015 8:42 am
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Yes, thanks Danny.

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Mon Nov 16, 2015 9:48 am
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Yup, we often use some physic in many games, but often take liberties.

Kerbal Space Programme is unrealistic on many level, like the density of the planets for example.
Angry Birds don't take into account air drag
Portal? Physic don't like that game ;p (Faster than light travelling (even if there is a SMALL doubt that it's possible) and above 1 efficiency device (energy out of "nothing"))
The car racing games also use MUCH simplified physic models (even if here physic is not the main point of the game ;p)

Taking liberties often allow game balance.

For example, nuke are a BAD weapon in space, as the main selling point of it is the concussive blast (in space?) and EMP effect (A ship is often big enough to absorb it)
You have the same problem with some other powerful explosive (like TNT if I remember well)



Physic tend to be limitative. So, I think it's better to look at it, and copy some of it ;p

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Mon Nov 16, 2015 11:50 am
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