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All-surface tile damage/destruction support in API

Posted: Tue Jan 28, 2025 1:55 am
by Kusibu
Right now, only space platforms appear to support tile damage that I can tell. The only way to simulate it is to do a tile replacement, which doesn't (that I can tell) allow for a dying explosion, and definitely doesn't allow for dealing granular damage.

The main use case I had in mind was using "waves" based on the asteroid prototype for eroding terrain away into ocean (something that seems hard to do any other way), but I can also see it being neat for explosions.

A guess at the particulars for how it might be implemented:
  • Tile health becomes an (optional) property of the surface position, sort of like the hidden tile ID.
  • Only tiles tagged as foundations can have tile health they give to the position (it's still optional even then), and that health is used even if the foundation is covered.
  • When a tile is destroyed from losing health, with something covering a foundation (references the prototype's is_foundation), it skips the foundation and breaks down to the double-hidden tile.
  • The damage_tile method, and its interaction with asteroids, subsequently work on all surfaces.

Re: All-surface tile damage/destruction support in API

Posted: Tue Feb 04, 2025 5:07 pm
by protocol_1903
+1

Re: All-surface tile damage/destruction support in API

Posted: Wed Feb 05, 2025 8:54 pm
by Rseding91
Sorry but no. The current tile damaging logic was designed and implemented purely for platforms and does not integrate at all with the rest of the games systems.