Buildings should not burn "down" like in CR. In my opinion, the building should burn firstly (but not get smaller!) untill the hohle construction decays. So only a heap of rubble lasts. In Melees it would be a tactic, because you cannot build something on the heap of rubble. After a short time, the heap should start to fade out, so that the place is free for new buildings.
It would also be nice, if every building has a decayanimation. Clonks standing in front of the decaying building will take damage and maybe incinerated.
Bad selfmade example:
I hereby license the following file(s) under the CC-by license
It would also be nice, if every building has a decayanimation. Clonks standing in front of the decaying building will take damage and maybe incinerated.
Bad selfmade example:
I hereby license the following file(s) under the CC-by license
i like this idea. i misliked it in CR, so if it would be changed here, it would be great. i think, those "heap of rubble" should disable building, but has no solidmask, it should be in background. alternative there could be a rule, which changes this, so a high, but burnt tower would still block the road.
I think, animations would be too complicated. Throwing some woodplankparticles and dust seems to be a good solution?
The one who works, decides.
Btw, which style? The planks popping into existance step by step, or everything with moves, so the bars are lifted softly, and then there are walls lifted from nowhere, or what?
Btw, which style? The planks popping into existance step by step, or everything with moves, so the bars are lifted softly, and then there are walls lifted from nowhere, or what?
Fading in of the planks and stuff looks quite okay (see CX, workshop constructions). But you cannot do that if you only have walls and no single parts of course
Hm. That the not so skilled ones don't have to look it up. You usually don't use scaffolds.
Because i am unsure, if my translator gives me the right translations, so another one can correct me, because he knows the sense.
And also to give those "not-perfect-english-speakers" a little bit help so they don't need to look it up.
And also to give those "not-perfect-english-speakers" a little bit help so they don't need to look it up.
Maybe you should add a note to this words, so you dont screw up english users.
I think, that buildings creation/destruction animations should be based on layers. Example.: Wooden hut is build following way: First is build wooden skeleton, then planks appear, and in the end doors and windows appear. Example image: http://i498.photobucket.com/albums/rr348/Asmageddon/Construction.jpg
Over are layers. Under is shown how construction animation would look.
I think, that destruction animations should be based on layers too: First straw starts to burn, then planks get scorched, then they burn completly and only burnt wooden skeleton is left. Also animation should be much faster than in Clonk Rage
Over are layers. Under is shown how construction animation would look.
I think, that destruction animations should be based on layers too: First straw starts to burn, then planks get scorched, then they burn completly and only burnt wooden skeleton is left. Also animation should be much faster than in Clonk Rage
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill