#How would the wall of flesh work?
1 messages · Page 1 of 1 (latest)
Multiple people keep referring to the world as an island, so the WoF coming from multiple directions would have to be a thing. So then how large do you make the WoF... could its size just be set to view distance ie; if Lines launched the game, how far can be seen above and to the sides without moving, or moving the camera. Then for the auto-port use that as a base maxdist and adjust from there.
No
Make it a wall
1 straight line
Multiple eyes and mouths
(Only load actual entities close to player and have the rest be low poly meshes depending on distance)
Ok but the wall of flesh actually closing in on you would be super cool and intimidating, even though it’s not how it works
it will be a giant wall and it will get faster if hes hp goes down
@lucid sphinx exactly, but what i meant is;
if this is the map
[][][][][][][][][][][][]
[][][x][][][][][][][][][]
[][][][][][][][][][][][]
[][][][][][][][][][][][]
[][][][][][][][][][][][]
and you threw the voodoo doll at [x] where is the Wof coming from
Those are square brackets
it should just be a giant circle that will surround you so its easier
Fortnite storm
If you were facing north, it should come from there heading towards the south
What about the leeches and hungry it spawns
the wall is all around you
would rather not do the fortnite storm bit
was thinking, @lucid sphinx ,
so [/] is the WoF
that double is the lead one, it starts from there ie the actual entity that closes in on the player, while the others are the low poly meshes
[][][][][][][][][][][][]
[][][x][][][][][][][][][]
[][][][][][][][][][][]/[]
[][][][][][][][][][//][][]
[][][][][][][][][]/[][][]
coding wise might have to do something like
i | ii
iii | iv
so if doll is thrown in i[ x,y] WoF comes from iv[x,y] moving towards i[x,y] but the entity(WoF) that starts there follows the player, meaning what ever part of the WoF is closest to the play is treated as the entity instead of the low poly meshes
diagonal would be annoying to do
annoying how? or in what way annoying?
@wheat rapids has reached level 2. GG!
To create
as you have to factor in world border and visuals
could also create some bugs
If the doll was thrown perfectly diagonally, you could just randomize a number and if its 1, choose north, if its 2 choose west
yes but that on a perfect throw, im saying make a line xyz from point i[x,y]+iv[x,y] and have WoFs face be perpendicular to it, having the low poly a step(what ever unit) behind it to each of the sides, while still treating the low polys as the entity when the player is nearby. so again i ask, how large do you make the WoF Entity?
and is the entirety of the WoF damageable (including the actual flesh wall)or just the eyes/mouths and tendrils
wow thats scary
@gusty nova has reached level 1. GG!
thanks, thats my desktop now
Thats awesome but is that from another game?
what other game has a giant flesh wall in hell? Id actually like to know that sounds awesome
should be in god of war 3
nah, its some terraria fan art from a while back
so are you gonna make it or not?
including goomba bunni
looking at the ideas, fortnite storm type thing means that you cant just run forever depending on how world edge works. there is a sense of running out of time as it gets closer from all directions
@mossy hollow has reached level 1. GG!
Make the wall of flesh a huge 2D wall that is from on side to the other side of the world and 2 eyes and 1 mouth diagonal always in front of the character
so when your moving side to side the eyes and mouth move with you
so its always in front
the world edge is a thing
the world wont be infinite
at least from what linesway has said
ok