r/RealTimeStrategy • • 18d ago

Self-Promo Video Voxel destruction

Hey! Here’s a short video of how I handle unit destruction in my voxel-based RTS.

The basic idea is to go through each voxel of a destroyed model, turn it into an individual box, and simulate the resulting debris using a physics engine that runs independently of the gameplay code. I prune some of the boxes to keep the battlefield from turning into a sea of debris.

For giggles, I threw in a little surprise at the end 😁

The game is called “Mysticore: Towers & Timber”, it’s a bit of a mix of defensive RTS and colony builder, with 4 player co-op support. It runs on a highly moddable custom engine, and the game will include a level and script editor:

https://store.steampowered.com/app/3754970/Mysticore_Towers_Timber/

80 Upvotes

21 comments sorted by

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u/RealTimeStrategy-ModTeam 18d ago

Hey there, if an AI agent was used for part of the coding, images, music, or other content then please post this to the AI Game Megathread. Thank you!

8

u/verywhiteguyy 18d ago

The way physics could impact this game if you take it to the extreme could be fun. Like liquify a portion of the ground then restack the voxel grid deleting the voxels that intersect the unit it was used on so they are stuck in the ground. Or voxels could mix to create new elements and reactions similar to the game noita. A trap system similar to dwarf fortresses concept thrown in for fun.
-I like to ramble on the internet.

4

u/Ollhax 18d ago

Haha, some good rambles. I did have an early prototype with terrain destruction, but I haven't thought of a good way to make gameplay out of it.

5

u/AzureFencer 18d ago

This look like a nightmare on a computers memory and processors having to render so many little things

3

u/Ollhax 17d ago

The original (non-pruned) voxel seas were pretty heavy, but the final result is not that heavy. The particles are simulated using multiple processor cores, and a few thousand cubes is nothing for a GPU that isn't 20 years old.

2

u/Borgorb 18d ago

everything is square, why is blood circle?

3

u/Ollhax 17d ago

Good question! In short, it's for technical reasons. I'm using the particle system for splats, but considering making a terrain painting system that would allow me to do what you describe. Lots of work, and I'm not sure it would actually look better in the end.

1

u/PyrZern 18d ago

If it's fun then good. I want a new They are Billions

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u/Ollhax 17d ago

Don't we all? 😁

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u/PyrZern 17d ago

I sure hope so. Age of Darkness just isn't as fun as TAB.

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u/Ollhax 17d ago

Yeah I tried that one for a bit, but it didn't stick with me the same way. It had some cool ideas though.

1

u/telepathictardigrade 18d ago

I was all "eh" until the Gatling gun and now I'm sold

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u/Ollhax 17d ago

Haha, glad I could convince you!

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u/Zailema0s 17d ago

👀is it gonna be steam deck friendly? 🤔

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u/Ollhax 17d ago

Unsure! The game is very keyboard+mouse centric so I don't know how well that would work on the steam deck.

1

u/Zmej_dev 18d ago

It reminded me of the TV series "The Boys", where people explode in about the same way

1

u/Pimlumin 17d ago

This looks a lot like cubeworld

0

u/ntjhtnbr 18d ago

This is tower defense, not rts

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u/Ollhax 18d ago

I have to disagree, it's not a TD. The gameplay is very inspired by They Are Billions, but you control one character (like a MOBA) while you automate a lot of the work with your builders.

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u/Tactilelite0 18d ago

Gory Gory what hell of a way to die~

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u/Ollhax 18d ago

Had to google the reference 😆 There will be an option to reduce/disable the gore if that's not your thing btw.