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Also Ace of Spades had a destructible battlefield, but not in this caliber. You saw things cumble down, but those were just effects, basically, from a game standpoint, the thing stopped existing as soon as you cut the structure down, it had no collision box whatsoever.
Making this an FPS would take away the uniqueness that comes with the physics engine. Furthermore, the concept of the game would be entirely gone with it, namely the puzzle mechanic, which is on its own, very unique in its design.
Totally agree. IMO a leaderboard could work.
You either stream via xCloud/Stadia/GeforeNow. Or form your own computer for every additional player. Voxels should contain much more final data than triangles for rendering. So, rendering from a different camera angle for additional players is just a matter of sampling. That's why Nvidia got some new tech for more advanced texture rendering for triangle based engines. It renders whole shaders into an actual texture. A second camera would only require to sample that texture instead of rendering the whole shader again.
It seems Stadia/XCloud found its killer app. Or rather killer engine. Atomontage Engine will be next some time in the future: https://www.atomontage.com/
Due to that, many multiplayer games incorporate deterministic physics calculation, which will always output the same result as long as nothing changes in the scene. That allows PC to do those calculations on their own, instead of having to wait for the server to send those infos with the normal packages. However, these physics calculations will just not look as realistic as nondeterministic physics, simply because in order to achieve the same level of realism, much more factors would have to be incorporated into these calculations, making them even tougher to compute quickly, which would result in either the physics, or the whole game, lagging, both options that wouldn't be worth the trouble.
This isn't a problem due to the engine, but rather due to the computing power we currently have access to, and the limit of the players' internet speeds.
I figure if the dev wanted to, he could. However, my point was that even if he decided, it wouldn't matter. Because it would break the internet for good either way. There may be only one single way around it whether the devs or we like it or not, or willing to kill some FPS or not.
Well. There is a second way depending on how much data that really is which only the dev can tell. One can make sacrifices depending on the needs of the game design.
If the smoke or any gas doesn't kill, it's accurate location ain't that important per frame. If broken line of sight ain't that important either, than smoke or gas not being the same on all clients is OK, too. So, there won't be a per frame update required anymore. Maybe instead, the engine would only send hints, so that the clients then try to adjust their volumetric computations towards instead. Just to prevent getting too off with the end results. Somebody will notice on the internet. Somebody always does... :)
seriously stop pushing your trends onto an already unique game
and the idea for "streaming to add another player" is kinda stupid as that would still use the same cables to just be on the internet only via a different client
i personally would love this to be an FPS game and i can even see this having potential as a fun FlatOut style racing game with all the building destruction and because the AI already is really competent
i can easily see this as a Left for dead or Survival game as well as the foundation for nearly any game really
it can be the bones of a solid first person shooter like red faction geurilla but better in every way
it can be the bones of a racing game like Flatout Ultimate carnage or even a Burnout style game (imagine crash junctions in Burnout revenge but with the same destructive capacity of this game)
i mean really ... the physics in this game can be used to be the bones in nearly any game if done right
Something that could be fun with the destruction and fps aesthetic would be to have a base to defend. Key points in the base that need destroyed to cut off defenses.
Ex: Base is the where-house from the demo. The out lying buildings each have a computer that if destroyed, cuts off a defense, like friendly soldier respawns. Increasingly harder waves attack the base until the where-house is ultimately destroyed. In terms of sandbox, the could make pre-made defenses you can place down like sandbag walls, turrets, etc. This means that in the between waves, you could try to patch up the holes in the building etc.
In the reverse end, you could Rainbowsix it, and assault defended based, blowing your way through the walls to kill the leader/rescue hostage/Collect the intel.
You said it, OP. And he got an award for his current idea, so I'm sure he will stick to it for now.
The first thing I thought when seeing this was zombie survival, and I hope that can be created.