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IDProjectCategoryLast Update
0018065Starward RogueGameplay IssueJan 27, 2016 7:55 pm
ReporterBluddy Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.206 
Summary0018065: Explosions are underwhelming
DescriptionOne of the advantages of having a tech/sci-fi oriented game is that you can go wild with explosions -- much more so than in other genres. Currently, missile explosions are these small things, and enemies just disintegrate. I'd like to see some really cool explosion graphics, with some randomness, pieces of debris flying all over the place, etc.

Also: static electricity. Electric blue lightning bolts randomly coursing through things as they get damaged, and especially before they explode. Where are they in the game?
TagsNo tags attached.

Activities

Pepisolo

Dec 22, 2015 6:02 pm

developer   ~0043900

Last edited: Dec 22, 2015 6:06 pm

Yeah, the end boss final explosions in particular could be more epic. If you could get something a bit closer to this, that'd be awesome:

https://youtu.be/pD6tH54AdyA?t=2m33s

A bit of slowdown might help a lot.

Bluddy

Dec 22, 2015 7:47 pm

reporter   ~0043903

Oh wow. Look at that static! The beautiful laser graphic! That animation! The explosion I thought could be better, but in general... wow.

Look at the beautiful explosions in the low-budget game Drox Operative https://www.youtube.com/watch?v=w5DQxGd_mTA

Skip to 12:28 for an example. I know it's 3d, but some of this can be replicated in 2d I think...?

Pepisolo

Dec 22, 2015 8:14 pm

developer   ~0043904

Yeah, looks pretty good. The disintegration effect in this game looks nice, but if it were mixed in with some explosions too that should make things a bit more satisfying.

Misery

Dec 23, 2015 4:45 pm

developer   ~0043925

I heartily agree with this!

What I typically think of when I think of major boss explosions: https://www.youtube.com/watch?v=jiT04G9a9rY

All of the bosses in that video do it, but the very first one is so high up that it doesnt show it very well. But it's that sustained length of the boss's destruction and the constant flames and bursts that creates the effect to me, it doesnt just instantly go BAMF! in one single explosion. There's a satisfaction to the length of the effect.

For the actual final bosses though, doing a different and somehow more epic explosion would be nice, to fit the "final" nature of the things.

One of my favorite examples, skip to 4:30 in this one: https://www.youtube.com/watch?v=1wbhb7gY1dQ That silhouette with the pieces just flaring off of it, I always thought that looked awesome. Granted that's not exactly a sci-fi game, but still... it fits the fact that the game's very final boss just went down.


None of this is absolutely necessary of course, but I think it just adds alot of satisfaction to defeating a particularly difficult opponent.

Bluddy

Dec 23, 2015 6:29 pm

reporter   ~0043931

Last edited: Dec 23, 2015 6:35 pm

Wow. Just wow. I want.

I want these kinds of explosions on little enemies too. No disintegration. When they're damaged, they should have puffs of smoke and have electric bolts coursing through them. When they die, they should explode, leaving marks on the floor (like in Isaac), possibly tearing a little through the metal (in another Mantis suggestion of mine) and having some debris fly around with mini explosions.

Chris_McElligottPark

Jan 27, 2016 7:55 pm

administrator   ~0044828

Resolved this right before 1.0. Thanks!

Issue History

Date Modified Username Field Change
Dec 22, 2015 2:50 pm Bluddy New Issue
Dec 22, 2015 2:55 pm Bluddy Description Updated
Dec 22, 2015 6:02 pm Pepisolo Note Added: 0043900
Dec 22, 2015 6:06 pm Pepisolo Note Edited: 0043900
Dec 22, 2015 7:47 pm Bluddy Note Added: 0043903
Dec 22, 2015 8:14 pm Pepisolo Note Added: 0043904
Dec 23, 2015 4:45 pm Misery Note Added: 0043925
Dec 23, 2015 6:29 pm Bluddy Note Added: 0043931
Dec 23, 2015 6:35 pm Bluddy Note Edited: 0043931
Jan 27, 2016 7:55 pm Chris_McElligottPark Note Added: 0044828
Jan 27, 2016 7:55 pm Chris_McElligottPark Status new => resolved
Jan 27, 2016 7:55 pm Chris_McElligottPark Resolution open => fixed
Jan 27, 2016 7:55 pm Chris_McElligottPark Assigned To => Chris_McElligottPark