Read by Council Explosions (with the new plume effect)

    Captain Tankman

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    The new effect for thruster plumes, muzzle flashes and beacons is perfect for explosions.


    (*no acutal ingame footage)
    Once a block get's destroyed it emits a small glow, additionaly to the already present debris parts.
    Due to the nature of this effect the glows add up to big explosions like when a missile takes out a big chunk of armor.

    The mechanics for this are already there and it would add another portion of good spice to the visual gameplay


    Ingame test using beacons:

     
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    sayerulz

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    I would add some suggestion of flying shrapnel to the effect. It's a good idea even without that though.
     
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    I would add some suggestion of flying shrapnel to the effect. It's a good idea even without that though.
    I think the existing Debris has that covered, or do you mean more like tiny sparks flying directly away from the blast?
    (not that debris couldn't use a bit of a stronger random push to get it moving, but as-is it's decent.)
     

    sayerulz

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    I think the existing Debris has that covered, or do you mean more like tiny sparks flying directly away from the blast?
    (not that debris couldn't use a bit of a stronger random push to get it moving, but as-is it's decent.)
    The debris don't really go anywhere. They just sort of drift away from the block they were from as the ship moves. I'm thinking adding some sparks or something flying from the blast center.
     
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    Not every block---instead, a proportion (Rounded up) of blocks destroyed should emit this glow. This would reduce lag and over-saturation. Also, variable colors based on block destroyed? Or perhaps just based on missile color.

    Because nothing's more insulting than having your wonderful vessel go up in a cloud of pink. Seriously.
     
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    Captain Tankman

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    It's just supposed to be a smaller and way less brighter glow than the beacon's glow. So having all blocks light up shouldn't act like a flash-bang grenade. Also the duration of the glow should be quite short. A second or so at max, so really just a flash.

    Having the colour based on the missile colour is a nice idea. I first thought of having it an orange glow as standard, but also linked to the engine light (aka. the ship's "energy colour")
     

    Edymnion

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    Must have pretty explosions!

    But seriously, that was one of the biggest gripes I've had over things like missiles, the blocks pretty much just vanish in neat little holes with nothing to really show for it.

    I'd love to light somebody up with this and revel in the carnage!
     
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    A series of blasts: first, the missile exhibits the largest flash, based on its color. Rather than being a white standard, it should blow up red or orange to give some more explodey atmosphere elements. Second, a simple equation reduces the number of blocks immolated into a good number for glowy bits that combine into large glowy bits and look like an explosion. These are like fractions of a second apart, but distinct. Third, there's a very small residual glow - every 100 blocks, or 1000 blocks, destroyed in a group emits a small fire-like glow for a few seconds at the center of the grouping. Or something like that, to spread a few small glows out, more for bigger groups of blocks destroyed, to give some ambient effect once there's some damage. Can also happen with cannon shots/beam damage, but it requires additional programming as those are not instant elimination of blocks.