![]() ![]() Stylistically it looks much better and, overall, the system is more adaptable to how Fighters behave in combat.įor larger ships, we use a series of “damage sockets” placed around the hull where we can spawn required FX to help simulate damage. Now, at low speeds we use sprites to simulate the smoke, but at higher speeds we swap to this inky trail that streams out of the back of a damaged Fighter. We knew we could do better, so we moved onto using a Ribbon/Sprite system. Needless to say, we felt it was a little ugly and dated. This was a good solution, but it did have issues like resource cost and, if a unit was too fast, you would have this “popcorn” effect where the smoke from a damaged ship looked like individual puffs rather than a consistent stream. In the Homeworld 3 Official Gameplay Trailer, you can see a distinct camera-facing smoke sprite when Fighters take damage. This is a little more unit-specific, so I'll break it down into Fighters/Corvettes, Frigates and Capital Ships.īecause Fighters are so small, they don't require such nuanced damage modeling, but we wanted to make sure that a player can see what condition they are in regardless of distance. As you can imagine, this system can be resource intensive so we prioritize it on larger units and Capital ships, where the effects are most noticeable and striking.īattle ScarsLet's switch gears and talk about ship damage. What's even cooler is that we can gradually transition damage as it increases in severity, going from surface scars to devastating hull breaches - all while showcasing secondary hot spots and burn marks. Now, each ship has its own dynamic damage texture, which will procedurally add damage to the surface of the ship. The advantages of this Splat Damage model don't stop there. ![]() Each combat encounter will leave scars that, over time, tell the story of that particular ship. We did this because we wanted the wounds sustained by your fleet to persist from mission to mission, and to give you "at a glance" information if a specific ship has been through combat before. (This early prototype of Splat Damage warps the hull with dynamically-generated impact points.) A decal gives you the mere impression of damage, but with Splat Damage you seehow an incoming salvo rips through the armor of your precious Destroyer. With Splat Damage, we're not slapping impact stickers on your ship but creating dynamic impact points that directly alter the surface geometry and properties of the hull in the exact area hit by a specific weapon type. Thanks to the efforts of our Tech Artist, Francisco Múrias, and Engineer Viktor Solbay (not to mention plenty of other team members), we have developed a whole new solution for displaying damage on ships. But we saw an opportunity to do so much more. Decals were used in the previous installments of Homeworld and always did a darn good job of showing damage. It's a simple effect, but it gives you a basic idea of who shot your ship and with what type of weapon. You can think of them like a sticker you slap onto the surface of an object. In the above example, you can see how each weapon leaves a unique impact "decal". ![]() (Here we see how different weapon types can create unique impact craters on ship hulls.) ![]() I'm sure you can already imagine how each damage type would affect a ship hull, but we wanted to go further and add to the realism with realistic lighting and fluid-based simulations. The Homeworld 3 Design Team needed us to produce four distinct damage types (Kinetic, High Explosive, Energy, and Ion) - each with their own visual treatment and effects on units. Brace for ImpactLet's start with weapons. ![]()
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