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ARMA 2 - Building Destruction Print E-mail
Written by Ondřej Španěl   
Tuesday, 20 November 2007
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ARMA 2 - Building Destruction
Page 2

Where have all the destructible buildings gone? (Long time ago)

 Destruction

This is question which many have asked after the ArmA 2 announcement: what has happened to two highly anticipated features: dynamic building destruction and RPG game play elements.

Did they "Gone to graveyards every one"? Or will they be present in the form we have seen them? And if not, why not - is Bohemia deliberately holding out on them?

This blog attempts to answer those questions.

Destructible buildings 

When we demonstrated Game 2, dynamic building destruction was one of the features we were talking about, and one which was liked a lot by those who saw it.

What we had:

  • Playable prototype of several buildings which were dynamically destructible. The destruction was very impressive, using physical simulation, and leaving plenty of permanent and dynamic debris.

 

Game 2 Concept

What we did not have: 

  • AI reacting to changed environment
  • Solution for multiplayer
  • Technology optimized enough so that it could be used extensively in large environments
  • A building creation pipeline which would allow us to create such destructible buildings efficiently

Back then, we hoped we will be able to solve those problems in some or other way. Unfortunately the reality was different. In spite of the fact we invested a lot of time and workload into those problems, the last one especially has proven to be too difficult, and it was clear the idea in its original form needed reworking.

We did some redesign, learning from the problems we had, and after that the building destruction system for ArmA 2 should look like this: 

  • Based on ArmA destruction
  • Buildings having multiple parts collapsible independently
  • Physical simulation used for falling debris / wall parts
  • No permanent debris left

ARMA 2 Prototype

We think a solution like this will bring most of the benefits of the dynamic building destruction to the game, but will be a lot easier to implement (and prepare data for), will require a lot less CPU power for simulation and will be friendly to both AI and multiplayer.

I understand some people will be disappointed, as this is not what we were originally talking about, and it is not what we strived to implement, but I hope most will understand that the decision was not easy for us and we decided this way because we saw it as the best for the game we are developing for you.

RPG elements  ... stand by

Another major feature advertised for Game 2 was RPG elements and non-scripted conversations. What has happened to them? Were they reduced or perhaps scrapped completely? You will learn more in the next episode of this blog.

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J! Reactions 1.09.01 • General Site License
Copyright © 2006 S. A. DeCaro
Readers have left 15 comments.
 No.15  RPG elements... stand by
I hopt this is not the end of it! Looking forward to read about...

I wish there will be also RPG in MP. But based on a Bonus/Malus Point System so it will be good for teamplay and push real military behaviour...

ok i stand by now ;)
Mike R. (Registered) • 2008-01-25 11:21:34
 No.14  Very smart
I don't want to play at very smart :) but I think that if every house will be solved into parts (which could fall down when they get to much damage) and this parts will be solved into another parts which will fall down when hit by tank shot. It must look enough realistic. Of course dynamic destructing of plaster would be great :) Plaster isn't important for MP playing.
Petr Vejchoda (Registered) • 2007-12-17 19:38:55
 No.13  destructible buildings
Hi,

as I posted on a different location as well, i'll keep it short...

come on guys!!! You can do better than this!!!!!

Take a fresh look at the problem, the magnificient OFP still prooves you are able to do miracles!
Arne (Registered) • 2007-12-12 02:30:26
 No.12  Overall feedback
First, I would like to leave my feedback regarding the very daring move that Bohemia Interactive Studio has taken solely to proceed with the ArmA series after the big bang with Codemasters. Just like Operation Flashpoint has attracted many fans for its rich culture and realism, ArmA is also continuing this trend but with more perfection.



I want to congratulate the whole crew designers at BIS who are running this superb job continuously and each time with more realism. I have read the article above concerning "destructible buildings" and I think this is awesome. It's pretty understandable how much tough looking for perfection is but with the great work that BIS is doing, nothing is impossible. Well done!
Roland Renno (Registered) • 2007-12-09 09:06:32
 No.11  Nice
I haven't been keeping up with "Game 2" until it was announced as ArmaII, so I honestly didn't believe it to use any type of destruction other than what we've already seen in Arma. This complete surpassed my expatiation's. Keep up the good work BIS.
RH (Registered) • 2007-12-02 08:48:09
 No.10  hm
Awesome, but why aren't the Game#2 house used?
They were done by colonel klink 2 years. they have really been so lost in the AI , i think they have lost the plot. Either that or vbs reenue gained them enough to retire ;) , who could blane them . not me :)
DeanosBeano (Registered) • 2007-11-23 21:38:28
 No.9  Nice
Awesome, but why aren't the Game#2 house used?
Berghoff (Registered) • 2007-11-22 13:46:48
 No.8  Demolition Man
Iunderstand your frustrations and can sympathise with your problems, Having studied this aspect for a number of years myself.
Two things i cannot understand is though.
1.Singleplayer.. expand the scope ?
2. why not utilise the bridge and water tower method RTM?

Again not complaints just curious as to this explanation after 3 years
DeanosBeano (Registered) • 2007-11-21 18:43:43
 No.7  OFP 2 ftw
Yup, I knew it. And to this point, I haven't seen any hint of game being faithful to the original OFP: Cold war crisis. This is going te be like ArmA -> no go for me. [smiley=sad]

Real OFP 2, here we come. It is at least said to be a OFP-like game, like it should be.
Jesse (Registered) • 2007-11-21 13:16:01
 No.6  It's me again
Damn i must admit to have just overflown the content and was impressed by the first image as i was in 2005 when you published some screens of game 2.
Well, now, after reading the whole text i am not disappointed but sad. I thought ArmA² is scalable and it would be fine to have, let's say for quadcores, a fully dynamic destruction system at least in singleplayer available. It is not as you told by now - so be it.

I was hoping you have found a fast solution for this problem. We have played a little around with CSG und came to a similar solution: dynamic destruction is damn expensive, especially in vast environments and hey, CSG is highly probable simpler than the system you have developed. So what we have is just a little insight to the problem and to the residual complexity - however.

Pity, but that is not the end of the world, is it? [smiley=wink]
hoot (Registered) • 2007-11-21 09:50:25


 
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