Games

How beautiful voxels paved the way for Teardown’s robbery framework

There is a group of game developers dedicated to making interesting games using voxel technology. In February, we had some developers Fugl I use block aesthetics to create games that look beautiful.But after that story, Tuxedo Labs swept Steam with an early access title. tear down..

Although some of the other voxel-based games that have received a lot of attention focus on beautiful aesthetics and the majestic world (or even building blocks). Mine Craft), tear down Go in the opposite direction. It’s a game of destruction, destroying beautiful voxel creations with a chain reaction effect, stealing the vault of a Nehru Dewell businessman and escaping before the cops roll up.

Why tear the building tear down Very fun? How could a small team bring this game to such a sophisticated Early Access release?What is the relationship Tear down Technology and its intense game mechanics?These are some questions tear down Co-author Dennis Gustafsson talked on the GDC Twitch Channel a few weeks ago.

If you look closely tear down You can start to understand how its environmental destruction mechanism differs from many other games with elaborate destruction mechanisms. In many games that promote disruptive technology, it’s often like a very sophisticated side effect. Prosper with the player’s experience, not the central goal.

In large games, destructible terrain can look like an explosive environment in battlefield Series, or players scraping walls to build other combat lanes Tom Clancy’s Rainbow Six Siege.. But in both games, the environment is responsive to the core gameplay loop. call of Duty Or Counter strike.

Tear down Destruction takes its side effects and puts them at the center, and voxel technology made it possible. “I have a history of making destruction-based games,” Gustaffson explained with reference to titles such as: Smash hit.. He found that voxel technology is much easier to use in fracture mechanics than polygons because “they are very manageable” when implementing destructive physics.

Early prototype tear down It was very similar to the current game. It was a sandbox that allowed players to tear the building to their liking. However, Gustafsson said it would be difficult to build a central game mechanic in this environment. This is because the player can solve the traditional game objectives simply by creating a straight line from A to B and destroying everything in the pass.

“You can’t limit players by walls or doors,” he said. “It was a long process to get to this type of game.”

So, if it’s impossible to limit players, why not try to overcome those limits? Tear down It’s the worst game, but it’s also a “clock-beating” type game. When players get the first item they are supposed to steal in most missions in the game, they have a limited amount of time to get the rest of the loot scattered throughout the map before they get caught.

However, even with the addition of the “plan and execute robbery” model, the correct play structure was not immediately apparent to the player. “There was a puzzle [prototype] It was also a robbery game, but it was difficult to get supplies and not plan the optimal escape route. “

“But for it to work, the shotgun needed a very limited amount of resources, such as two bombs, four shells, etc. With all these limitations, the game wouldn’t be fun. I think the way around that was pretty good. Immediately increase resources and give players fairly aggressive new tools. “

for Tear down Players, who are open-ended goals, have a different relationship to level space. This means that Gustavson “has never seen the same level completed twice in the same way.” Level goals are nested behind different types of walls. Some will crumble at a glance, while others will require a dump truck to run against a metal wall for access.

One player disobeyed Gustafsson’s expectations by paying attention to the various power lines that pass through the level. At one level, called “insurance fraud,” players need to move seven cars to truck before the timer expires. Most players find a way to drag a car onto a truck using a tow truck or other object. “He made a slingshot from these wires,” Gustafsson explained. “he [tauted] He lifted them with a giant excavator, built tension connected to the wooden boards, and then lit the boards like fuses. “

“And when it breaks, the wire can slingshot the entire vehicle into a transport truck.”

Notable tear downIs a large campaign and free running sandbox mode, still only in Early Access, and more features will be added as Tuxedo Labs finishes development. According to Gustafsson, this was Tuxedo Labs’ first game on Steam, backed by a significant amount of virus influence gained thanks to an early video on Twitter. tear down..

But despite its influence, Gustaffson said initiating early access is still an act of “setting expectations.” “Until we really didn’t want to launch and we could show our vision in the game.”

“I think it’s possible that early access won’t work. After showing something, if the player realizes this isn’t the way we wanted to make it and tries to change it in response to disappointment, you At least 50 percent of those who buy the game. “

Now for those who are tech enthusiasts, we have some useful details for you. In the conversation between Gustafsson and us, many viewers were interested in the details of voxel technology. tear down function.

At the heart of tear down Is a custom voxel engine that typically does not use axis alignment to align voxels in a straight line. “Instead of one large volume of billions of voxels, there are thousands of small volumes filled with voxels,” he said. “Everything is straight in its own volume, but there are many instead.”

About the clash, Gustafsson said tear down Rendering is done on the GPU, but with voxels and voxels running on the CPU. “There are no triangles in this game,” he said with a laugh. “Everything is volume data, except for the water surface and power lines.”

Tear down It also attracted attention as it is one of the few games that can run very gorgeous ray tracing technology on low-end devices. (Gustafsson said the minimum recommended game run is NVIDIA 1070, but it ran fine on a slightly older 970). The game uses SSR for the reflective color instead of full past racing, mainly for “performance reasons”.

“Ray tracing is much cheaper because everything is voxels,” he said. “Actually, it’s just 3D occlusion data and it has another voxel structure. When you do ray tracing, it also means that you can’t access any color in that data structure.”

To process the primary rays tear down Start by rasterizing the bounding box for each object, then march the object’s visual grid with a shader. “As I said before, there are thousands of these separate volumes. Only one volume is safe to drag, and every small piece that hits the wall is a separate volume.”

“And for each such volume, a rasterized, bounding box is created, ray-marched with a fragment shader to see the voxels hit. Then there is a material lookup for each object’s indexed palette. “

Tear down There are still ways to get through Early Access, but starting in 2020, it’s already a neat and technically attractive gem.

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