What changed
0 fixes1 addition2 changes1 removal
- Gameplay
- Balance
- Performance
- UI and audio
addedWe aim for an immersive and unconventional gameplay experience in Entropia, and to achieve this, the environment must react dynamically to player actions. In the prototype, we experimented with a simplified building destruction system, and now we’re refining and expanding it so that destruction not only creates new sightlines and entry points but also looks convincing.
changedToday, we’re sharing a short video showcasing our progress on an advanced building destruction system. Important: Wall damage is intentionally increased for demonstration purposes. In the final version, buildings will be more durable.
removedCompleted so far: - Concrete walls of different thickness now consist of multiple layers with different durability levels (e.g., the wall itself and a more fragile plaster layer); - Brick walls now consist of a single or double layer of bricks, depending on the structure; - Bullet penetration logic now considers material type and thickness. When penetrating a wall, bullets lose damage and piercing power. If a bullet fails to penetrate a wall, it's disabled to optimize FPS.
changedWhat’s next: - Sound and visual effects for bullet impacts on different materials; - Sound and visual effects for wall destruction; - Smoother destruction of brick walls; - Textures for walls and overall environment (temporary flat color fill is just a placeholder).
Status Entropos changes
addedWe aim for an immersive and unconventional gameplay experience in Entropia, and to achieve this, the environment must react dynamically to player actions. In the prototype, we experimented with a simplified building destruction system, and now we’re refining and expanding it so that destruction not only creates new sightlines and entry points but also looks convincing.
changedToday, we’re sharing a short video showcasing our progress on an advanced building destruction system. Important: Wall damage is intentionally increased for demonstration purposes. In the final version, buildings will be more durable.
removedCompleted so far: - Concrete walls of different thickness now consist of multiple layers with different durability levels (e.g., the wall itself and a more fragile plaster layer); - Brick walls now consist of a single or double layer of bricks, depending on the structure; - Bullet penetration logic now considers material type and thickness. When penetrating a wall, bullets lose damage and piercing power. If a bullet fails to penetrate a wall, it's disabled to optimize FPS.
changedWhat’s next: - Sound and visual effects for bullet impacts on different materials; - Sound and visual effects for wall destruction; - Smoother destruction of brick walls; - Textures for walls and overall environment (temporary flat color fill is just a placeholder).
We aim for an immersive and unconventional gameplay experience in Entropia, and to achieve this, the environment must react dynamically to player actions. In the prototype, we experimented with a simplified building destruction system, and now we’re refining and expanding it so that destruction not only creates new sightlines and entry points but also looks convincing.
Today, we’re sharing a short video showcasing our progress on an advanced building destruction system. Important: Wall damage is intentionally increased for demonstration purposes. In the final version, buildings will be more durable.
Completed so far: - Concrete walls of different thickness now consist of multiple layers with different durability levels (e.g., the wall itself and a more fragile plaster layer); - Brick walls now consist of a single or double layer of bricks, depending on the structure; - Bullet penetration logic now considers material type and thickness. When penetrating a wall, bullets lose damage and piercing power. If a bullet fails to penetrate a wall, it's disabled to optimize FPS.
What’s next: - Sound and visual effects for bullet impacts on different materials; - Sound and visual effects for wall destruction; - Smoother destruction of brick walls; - Textures for walls and overall environment (temporary flat color fill is just a placeholder).
What do you think of the shooting and destruction mechanics? Share your thoughts!