HI-FI DESTRUCTION - PATH OF THE FURON DEVELOPER DIARY
Sandblast Games talk about destruction in Destroy All Humans! Path Of The Furon
Jon Knoles, Creative Director at Sandblast Games...
“I’ve got your close encounter right HERE!” - Crypto
The most important ingredient in a game like Destroy All
Humans! Path of the Furon, besides a heavy dose of irreverent humor, is
destruction. It’s always been important to the series. After all, it’s in the
title! Our goal was to deliver a high fidelity level of destruction on a scale
that’s never been seen before in a video game. But “Massive Destruction” and
“Destructible Worlds” are terms we hear a lot these days. How is our
destruction going to be different than what’s been done before? How is this
“hi-fi” destruction going to be fun? Good questions we had to answer before
setting out to take the series to next-generation consoles.
How is Destruction Fun?
In the beginning, the team wrestled with this question. Yeah,
we have to make our destruction look “next-gen”, and our cities need to be
bigger and grander, but how does that add to the moment-by-moment fun factor,
or increase the level of player engagement and satisfaction? Well, the answer
to that is: every single thing that provides positive player feedback and
rewards your moment-by-moment destructive actions adds to fun. Conversely, when
you perform a destructive action expecting a result or reward and you don’t get
it, you are not having fun. We want players to feel like everything they do has
a tangible, visceral effect on the world every moment they’re destroying it,
and reward them for it, whether in open sandbox play or on a directed mission.
Brainstorming “Next-gen” Destruction
We started by brainstorming ideas around Crypto (the alien)
ground-based game play, which is focused more on comedy and manipulating or destroying
humans, and flying saucer air-based game play, which is focused on air-to-air
combat and massive destruction of entire cities. You can damage or destroy everything
in this game in many different ways: people, cars, tanks, helicopters, plastic
garden flamingos, you name it. But, the real challenge for us was to create a
city with a hundred or more buildings that never fade or pop in whether on foot
or flying and are fully destructible. How the hell were we going to do that?
Before defining the look & feel of building destruction in
concept art and prototyping, we needed to decide how we wanted to destroy them.
If you were an alien hell-bent on vaporizing a city with your flying saucer,
what tools would you want to have at your disposal? What would you expect your
weapons do to the world? What flying saucer weapons from the first two games
would we want to re-imagine, what new ones would we want to create? From those brainstorm
sessions, we generated loads of destructive ideas. Here’s a few that made it
into the game:
- Rapid fire plasma cannons inspired by real-world military aircraft guns, but dialed way up.
- Seeking fireballs that punch through one side of a building and explode out the other to chase down targets.
- A mass abduction beam to vacuum up scores of humans that pour out of buildings when you attack them, flocking in groups like panicked sheep.
- A black hole that sucks everything around it into another dimension (this started as a Saucer weapon, but actually became Crypto’s most destructive hand weapon).
- Create a giant tornado and steer its path of destruction or let it wander on its own.
Here are some ideas we decided against pursuing, as fun or funny as some of them sounded:
- Turn the edge of the Saucer into a giant buzz-saw and drive right through buildings.
- De-molecularize (is that a word?) buildings, making them vanish into thin air.
- Clamp a pair of giant 70s style headphones to a building and shake it to death with disco.
- Someone even suggested we could “scare” a building into running away on its own “feet.”
Once we settled on an arsenal of far out and
super-destructive Saucer weapons, we then focused on figuring out how they
would each provide a unique feeling and result on the world and what those
results should look and & feel like, knowing we couldn’t build a custom
building destruction system for each weapon, certainly not on the massive scale
we were aiming for.
Realistic or Fantastic Destruction?
As we studied real-world building demolitions and implosions
or watched the more fantastic Hollywood disaster
movie destruction, we realized that we all have built-in expectations for what
building destruction should look like. In the real world, buildings collapse or
implode into a cloud of dust under their own weight, no fiery explosions. In Hollywood, they blast
outward into a million tiny pieces with big gaseous fireball explosions. A
blend of the two, weighted more on the Hollywood
side (well, not the “million pieces of debris part”), seemed to be the best
approach aesthetically and well as technically: fiery explosions and debris,
followed by a satisfying and believable structural collapse.
High-Fidelity Destruction
Due to the sheer scale and fidelity of building destruction
required for Path Of The Furon, we developed a custom procedural building
construction tool with a built-in destruction system, which incorporates
physics, weapon damage shaders, and procedural mesh “shearing” algorithms to
provide critical player feedback in two basic phases: the damage phase and the
collapse phase.
Damage phase - During this phase, the player uses his
weapons to deal damage to the building and ultimately cause it to collapse. Building
damage is conveyed through a procedural layered shader system. This system
leaves visible weapon scarring damage and disintegrates the outer “skin” of the
building, revealing the damaged interior behind it, which utilizes parallax
mapping to provide added depth. This method of scarring also has volumetric
falloff, so that huge weapons as wide as a city block like the Tornadotron’s giant
twister and the Quantum Deconstructor blasts cause more intense damage at the
epicenter, and “feather” outward to fine cracks at the fringes. This scarring system
is also applied to terrain. Because the scarring is persistent, you can doodle
or write your name or whatever on buildings or the terrain. On top of all this,
and as an added gameplay reward for destruction, a crowd flocking A.I. system
ensures steady streams of panicked humans flee from buildings you attack.
Collapse phase - The collapse phase is the big, satisfying visual
payoff for the player when a building is destroyed. Once you cause enough
damage to a building, the building floors explode from the top down in flashy disaster
movie effects fashion, triggering a fatal collapse. You hear the creaking
metal, the glass shatter, and you see the building start to give way. In
addition to a myriad of particle effects, smoke and debris, we use procedural
building damage shaders to dynamically crack the skin of the building from the
point of the fatal blow outward, and the building geometry dynamically collapses
in on itself differently depending on where the final blow was dealt. If you
destroy the corner of the building, it will collapse from that corner first; if
you destroy the building’s center, the middle of the building will start to fall,
followed by the corners. If you detonate a massive explosion between four
buildings, they all start cracking and collapsing from the corners closest to
the explosion.
World destruction is persistent, so you can lay waste to an
entire city of 100 or even 200 buildings– that is until you start a new mission
or you quit and return later. We have to bring things back, because there
wouldn’t be much replay value if there was nothing left to destroy!
“Hey Pox, remember that time we disintegrated Parvo-6? When
it was all over, we didn't find one of 'em, not one stinkin' brain stem. The
smell, you know. Smelled like...sausage.” – Crypto
Destroy All Humans: Path of the Furon
- Release Date:
- 07/11/2008
- Age Rating:
- TBC