Aside from some documentation and a tutorial series I’m working on, I’ve been doing some experiments with how I want to approach destruction. It’s pretty important to capture the John Woo, over-the-top action feel (as well as lots of particle effects), but I’m a bit worried about performance constraints…I’m thinking of FEAR and Max Payne as inspirations for the visuals, but it needs to look better than that.
My original plan was to rely on texture-swaps for most objects, which I tested out on a vending machine model, but I don’t think this would really hold up in a VR game where the game needs to be ultra- responsive to what you’re doing.
So instead I played around with mixing in destructible meshes and spewing cans out the front, unfortunately my code didn’t really work (it’s meant to stop after 6 cans), but I think this approach has more promise for major props.
I’ll need to team up with a programmer soon, since that really isn’t something I want to try and get into. Because it’s a rather unique locomotion system the base gameplay will have to be in place before any real level design can take place, as well.