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Steam News31 January 20224y ago

Dev Log #2 - Nothing But Dust

Gather round explorers, as I release my first Dev Log of 2022! These will continue to be released on a monthly basis until the launch of the game, so be sure to check in now and then to see what’s up.

Full notes

Full The Amulet of AmunRun update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions3 changes0 removals
  • Gameplay
  • UI and audio
changedGather round explorers, as I release my first Dev Log of 2022! These will continue to be released on a monthly basis until the launch of the game, so be sure to check in now and then to see what’s up. Now, without further ado, let’s excavate the hidden ruins of The Amulet of AmunRun!
changedStone Is But Compacted DustIn pop culture and movies, a common element that always struck my mind with many archeological adventures is the “delicacy and extreme attention used to handle millennial artifacts,” but then the complete, utter chaos that always ensues after handling the item. Most times after our “Hero” is done doing whatever it is that they do. Buildings, temples, and even caverns, surprisingly always seem to self-destruct. I mean, it’s pretty obvious that the heavily armed, gun-slinging chick might not be the best fit to handle fragile pots (looking at you, Miss Croft). I still find it pretty surprising that ancient civilizations decided to booby trap the whole place rather than just not building it in the first place.
changedLadies & Gentlemen Don’t Look At Explosionshttps://www.youtube.com/watch?v=QK-MrrO30Og The good news here is: that’s pretty easy to do (don’t quote me on this). Code a physics engine using Newton's laws, fix stability and voilà. Luckily, I’m using Unreal Engine, so it comes with the engine itself, easy peasy. I would just have to put all the different destructible elements I want in the correct places, set up the ancient egyptian explosives (that’s a thing I’m pretty sure), and trigger them as the players move along. Sounds easy, right?

The Amulet of AmunRun changes

  • Ancientmap
changedGather round explorers, as I release my first Dev Log of 2022! These will continue to be released on a monthly basis until the launch of the game, so be sure to check in now and then to see what’s up. Now, without further ado, let’s excavate the hidden ruins of The Amulet of AmunRun!
changedIn pop culture and movies, a common element that always struck my mind with many archeological adventures is the “delicacy and extreme attention used to handle millennial artifacts,” but then the complete, utter chaos that always ensues after handling the item. Most times after our “Hero” is done doing whatever it is that they do. Buildings, temples, and even caverns, surprisingly always seem to self-destruct. I mean, it’s pretty obvious that the heavily armed, gun-slinging chick might not be the best fit to handle fragile pots (looking at you, Miss Croft). I still find it pretty surprising that ancient civilizations decided to booby trap the whole place rather than just not building it in the first place.
changedhttps://www.youtube.com/watch?v=QK-MrrO30Og The good news here is: that’s pretty easy to do (don’t quote me on this). Code a physics engine using Newton's laws, fix stability and voilà. Luckily, I’m using Unreal Engine, so it comes with the engine itself, easy peasy. I would just have to put all the different destructible elements I want in the correct places, set up the ancient egyptian explosives (that’s a thing I’m pretty sure), and trigger them as the players move along. Sounds easy, right?

Gather round explorers, as I release my first Dev Log of 2022! These will continue to be released on a monthly basis until the launch of the game, so be sure to check in now and then to see what’s up. Now, without further ado, let’s excavate the hidden ruins of The Amulet of AmunRun!

Stone Is But Compacted Dust

In pop culture and movies, a common element that always struck my mind with many archeological adventures is the “delicacy and extreme attention used to handle millennial artifacts,” but then the complete, utter chaos that always ensues after handling the item. Most times after our “Hero” is done doing whatever it is that they do. Buildings, temples, and even caverns, surprisingly always seem to self-destruct. I mean, it’s pretty obvious that the heavily armed, gun-slinging chick might not be the best fit to handle fragile pots (looking at you, Miss Croft). I still find it pretty surprising that ancient civilizations decided to booby trap the whole place rather than just not building it in the first place.

So, as a historian at heart, I decided to follow logic and reason. Even if it feels underwhelming to many of you, I wanted to make sure realism would become a core value of my game design.

….

Actually, just kidding, everything is going to crumble and explode!!! That brings us to today’s Dev Log, which is all about destroying everything and blowing stuff up in a convincing manner.

Ladies & Gentlemen Don’t Look At Explosions

The main course of this update is going to be about physics. The core idea of “destroying something” is to break it’s integrity in such a way that it will create a cascade of critical failures, leaving us with nothing but dust at the end.

https://www.youtube.com/watch?v=QK-MrrO30Og The good news here is: that’s pretty easy to do (don’t quote me on this). Code a physics engine using Newton's laws, fix stability and voilà. Luckily, I’m using Unreal Engine, so it comes with the engine itself, easy peasy. I would just have to put all the different destructible elements I want in the correct places, set up the ancient egyptian explosives (that’s a thing I’m pretty sure), and trigger them as the players move along. Sounds easy, right?

Wrong! Or at least, wrong in my case. In a single player game that would work very well, up until the simulation is too big to fit in the player's computers, but for a multiplayer game? It’s a whole different ordeal.

The Computerverse Of Physics

Now, contrary to popular belief, computers don’t exactly do the same thing all the time. I'm not gonna go into details here, but the idea is that different computers might do some computations ever so slightly differently. In doing so, we run into a concept known as floating point determinism. This means that A + B on computer X, is different from A + B on computer Y. That is fine for single player games, as every computer will yield a result only seen by itself, and the difference between multiple computers is going to be insignificant and invisible to the human eye in most simulations. BUT, for multiplayer games, you have different computers talking to each other through the internet, and in the case of physics simulation, it can cascade into completely diverging physics worlds.

You probably are familiar with the butterfly effect, and in replicated physics simulations, it happens A LOT; small changes will lead to bigger changes, over and over, and cascade the

Source

Steam News / 31 January 2022

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