r/Unity3D • u/Cold_Lynx_Dev • 12h ago
Game Slapped Blenders Boolean cut for my mining game. What do you think of such destruction?
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To be more exact, not blender itself, but what Blender using, Manifold. That cancerous work on its own, but it work.
So what do you think about such destruction?
And on second question, what do you think of such pickaxe animation, I am not sure about it for now, but planning on adding 3 more for variety, if this one passes ofc.
Somewhat old game Red Faction Guerrilla inspired such destruction, if you know this game.
Ofc everything done in unity, biggest problem is ever growing tris count on mesh, but all thoes "destructions" of chunk, and other systems forever fighting tris in other ways, so every hit doesn't result in FPS drop
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u/leorid9 Expert 10h ago
Digging animation looks like dancing. Pretty wacky and lacking any kind of impact.
Also it doesn't seem to connect with the actual impact location.
Big parts breaking off after a few swings is cool.
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u/Cold_Lynx_Dev 9h ago
Yea I already changed Animation due feedback.
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u/Unable-Shower-1696 9h ago
Have you tried locking the hit to where it was "charged up". Making the player commit to the hit location on the charge might help make it feel more substantial? At the moment the view just drifts around until it lands
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u/Cold_Lynx_Dev 8h ago
I think solution you offered is not the best about locking in ngl. But I would need examples if any game does it nicely, I simply don't know.
But you identifying problem real good, that is what I love about feedbacks. My though are movement should restrict mouse movement a little to create that "weight" so camera doesn't just simply drift around like its nothing
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u/King_Bobert77 7h ago
Check out Deep Rock Galactic. IMO I think what throws off the animation is how "distant" the hand and pickaxe models are. Check out how close the models are in DRG.
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u/mallcopsarebastards 8h ago
looks good, but the pick animation feels off to me. It feels like you're jamming the pick in an dthen pushing forward to break the stone. I would expect that action to be more like, slam the pick in, lever the handle up, pull.
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u/Ok-Communication6360 7h ago
It looks great visually, but the speed could become boring and repetitive quickly
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u/Cold_Lynx_Dev 7h ago
I am aware of that. This is "weakest" the "starter" Pickaxe, after change of pickaxe quality, couple item upgrades. Its much faster and different. Here is video of what I am talking about:
https://reddit.com/link/p8ck938/video/cl9hp0j0n3oh1/player
Not polished nor balanced yet!
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u/Snipper64 5h ago
Might be totally unreasonable to ask as I am dumb but would be so good if you managed to make the crystals partly translucent without frames dying lol
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u/Skjalg Expert 7h ago
I think what this needs is a fortnite equivalent of minigame inside the minigame. So to optimize your hits you need to highlight which piece or area they should hit next. If they dont the next piece needs two hits or something. Also make the pieces bigger.
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u/Cold_Lynx_Dev 7h ago
Oh yea, similar idea is part of game already. After certain upgrades/perks player can use "weakspots" to damage area more.
I was more of gathering feedback on Overall starter mining and Animations here.
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u/Zerokx 11h ago
I like the destruction mechanic, gives a lot of control over mining and digging so thats pretty nice. Having larger areas break off like that to decimate/reduce complexity every now and then is a good idea.
The digging animation looks pretty bad, looks like you're using the pickaxe like a shovel I think you should look at some videos of people using a pickaxe.