Friday Facts #357 - Nuke

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Friday Facts #357 - Nuke

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billbo99
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Re: Friday Facts #357 - Nuke

Post by billbo99 »

Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.

I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
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Re: Friday Facts #357 - Nuke

Post by Raphaello »

wow, I've expected 1.0 to be a relatively boring update but both improvements of blueprint library and visuals of nuclear explosion are great! I'm looking forward to both.

However, I hope the explosion sound from the attached movie is going to be replaced with something more impactful - I would expect explosion to be the loudest sound in the game and overwhelming every other sound. Here's an example: https://www.youtube.com/watch?v=vxNnUU3eRD0

A smaller thing is that I would expect the shockwave to be brighter on the outside than in the inside.

Great work (as always)!!!!!
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Re: Friday Facts #357 - Nuke

Post by Klonan »

billbo99 wrote: Fri Jul 24, 2020 10:20 am Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.

I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
It was damaged, but not killed
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Re: Friday Facts #357 - Nuke

Post by billbo99 »

Klonan wrote: Fri Jul 24, 2020 10:28 am
billbo99 wrote: Fri Jul 24, 2020 10:20 am Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.

I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
It was damaged, but not killed
Thanks for the clarification, for some reason I had it in my mind that the reactors would blow up on moderate damage.
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Re: Friday Facts #357 - Nuke

Post by conn11 »

It get‘s from good to better. Very nice finishing touches for the BPs.
Maybe you should consider, having a toggle checkbox for the new additional explonations in the interface option menu.
And as an additional feature letting the upgrade planer beeing used to fill entities with modules etc. from scratch. (E.g. by only filling the right row of an upgrade planner with the desired type and tier of module)

Can‘t wait to play around with the nuke animation :D
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Re: Friday Facts #357 - Nuke

Post by billbo99 »

How does the downgrade work when there are multiple tiers in the upgrade planner.

Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
belt.PNG
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Re: Friday Facts #357 - Nuke

Post by kovarex »

billbo99 wrote: Fri Jul 24, 2020 10:43 am How does the downgrade work when there are multiple tiers in the upgrade planner.

Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
Same as with upgrade with multiple sources, the first one encountered is applied.
So in this case, it would go to yellow directly. There might be a reason to process the list in a reversed order for downgrade, so the result would be red for your case.
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Re: Friday Facts #357 - Nuke

Post by bNarFProfCrazy »

Awesome changes to the Blueprint Library.

The atomic bomb looks amazing now, but IMO the sound is a bit weak, maybe it needs more bass and some rolling thunder. I would like to see a few fires caused by the nuke to give it a bit more if a lasting impression/side-effects. That way a nuke could even cause a forest fire. The burnt surface is also a nice touch.
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Re: Friday Facts #357 - Nuke

Post by conn11 »

Also I just realized, that the new nuke behavior is practically a cliff explosive mark II with integrated deforestation tool. At least for later game purposes.
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Re: Friday Facts #357 - Nuke

Post by Kalixt »

Any chance that atomic bomb will also work as cliff explosive ?
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Re: Friday Facts #357 - Nuke

Post by Lubricus »

So happy jumping when reading of more QOL improvments to BP!
I think both variants of the nuclear explosions is missing something big. Why not have both an mushroomcloud and a shockwave!
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Re: Friday Facts #357 - Nuke

Post by Dhekhanur »

Nuke does not contain enough mushroom. Literally unplayable. 0/10.


Seriously though. I guess there was a reason you couldn't include a mushroom cloud and shockwave so good job.
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Re: Friday Facts #357 - Nuke

Post by mowfax »

Didn't you guys watch the last video? There's both a mushroom cloud and the shockwave... The gifs were apparently only separated for better explanation.
I'm really happy with the outcome and also the BP improvements!
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Re: Friday Facts #357 - Nuke

Post by someone1337 »

Can I use nukes as landfill now? :)
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Re: Friday Facts #357 - Nuke

Post by Naium »

I'm just here to say that I love all the changes.

Unfortunately there is one thing that I personally find unsettling:
In the last video one can see that the scorch mark appears fully on impact.
This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it.



I LOVE THIS GAME
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Re: Friday Facts #357 - Nuke

Post by En-ymmarra »

That's cool!
You made great nuke explosion effect. Will you try to make it even better? At least one thing that I want to point on, scorch mark appears immediately after rocket touch the ground, it looks strange for me. I thought it should appear after explosion wave goes through mark's edges.
Also the fog looks somewhat strange because single sprite is too much sharp or maybe separate from others, it can be recognized as single sprite.
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Re: Friday Facts #357 - Nuke

Post by Koub »

That nuke explosion is pure eye candy :)
Koub - Please consider English is not my native language.
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Re: Friday Facts #357 - Nuke

Post by conn11 »

Naium wrote: Fri Jul 24, 2020 11:45 am Unfortunately there is one thing that I personally find unsettling:
In the last video one can see that the scorch mark appears fully on impact.
This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it.
Though thermal radiation is (atmosphere) light fast and should appear before the shock wave.
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Re: Friday Facts #357 - Nuke

Post by Brambor »

The nuke first destroys the cliffs instantly, at once, and then start killing entities with hp from middle to far end.

Shouldn't the cliffs be destroyed with the shockwave as well?
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