#How would the wall of flesh work?

1 messages · Page 1 of 1 (latest)

mild fractal
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How would the wall of flesh work?

wheat rapids
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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.

lucid sphinx
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Make it a wall

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1 straight line

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Multiple eyes and mouths

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(Only load actual entities close to player and have the rest be low poly meshes depending on distance)

naive relic
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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

gusty nova
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it will be a giant wall and it will get faster if hes hp goes down

wheat rapids
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@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

lucid sphinx
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Those are square brackets

tribal pasture
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it should just be a giant circle that will surround you so its easier

lucid sphinx
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Fortnite storm

lucid sphinx
lucid sphinx
tribal pasture
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the wall is all around you

wheat rapids
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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][][][][][][][][][]
[][][][][][][][][][][]/[]
[][][][][][][][][][//][][]
[][][][][][][][][]/[][][]

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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

lucid sphinx
wheat rapids
lean sandalBOT
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@wheat rapids has reached level 2. GG!

lucid sphinx
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as you have to factor in world border and visuals

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could also create some bugs

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If the doll was thrown perfectly diagonally, you could just randomize a number and if its 1, choose north, if its 2 choose west

wheat rapids
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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?

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and is the entirety of the WoF damageable (including the actual flesh wall)or just the eyes/mouths and tendrils

gusty nova
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wow thats scary

lean sandalBOT
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@gusty nova has reached level 1. GG!

naive relic
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thanks, thats my desktop now

wheat rapids
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Thats awesome but is that from another game?

naive relic
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what other game has a giant flesh wall in hell? Id actually like to know that sounds awesome

lucid sphinx
mild fractal
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so are you gonna make it or not?

tribal pasture
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Peteh will make the wall of flesh

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Everything from terraria will be there

vital quarry
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including goomba bunni

mossy hollow
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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

lean sandalBOT
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@mossy hollow has reached level 1. GG!

mild fractal
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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

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so when your moving side to side the eyes and mouth move with you

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so its always in front

lucid sphinx
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the world wont be infinite

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at least from what linesway has said

mossy hollow
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ok