I’m almost 100% sure its not possible but i just want a confirmation. I’m looking to make a game where the player is made out 0.25 cubes, hundreds of them for bone structure, organs and skin each of which could be damaged by attacks which would also require precise attack system but that’s not what i’m concerned about. Considering there would be at least 8 enemies each made in the same way the player is consisting of hundreds of cubes [no overlapping ones though] would it be possible to avoid this lagging people the hell out? all the enemies would have animations and move as well so no stationary ones.
Also sorry if this is the wrong place its my first time making a post and this seemed fine.
You could do this, but I don’t understand why you would. The rendering of multiple cubes would be laggy. I recommend making a custom character in Blender or another 3D modeling platform. I might not be understand the question.
Each block could be destroyed to show off the wounds sustained in combat, exposing where the organs/bones are if you damage through the skin part and since there would be no skin part anymore aiming directly for the organs and bones would be possible.
furthermore there would be a creation system in which the player can edit their whole character block by block to change its shape, organ location, materials for various effects etc.
It is possible, but I would have a limit of a couple players and only a couple of blocks. Most people who play Roblox are on phones so lag is going to be an issue you would need to tackle a bunch.
i do plan on making the game pc/console due to needing keybinds/more keys than just your screen since even if i placed buttons on a phone screen that would just look ugly and cramped.
The game would also be limited to 5 players max the key thing i was and still am worrying about is the lag due to that many cubes per player and enemy. i’ll try to make the game on roblox assuming i can overcome the lag issues with it otherwise i’ll make it in a different program, thanks for confirming that it is possible.
This could probably be done much more efficiently using skinned meshes, and moving the bones of the skin(which could use the new layered clothing stuff) to make room to show the wounds.
If you do go for them being made out of cubes, you won’t have to actually just have hundreds or thousands of cubes in each player - you could generate them whenever their body is meant to change, and have a simpler body underneath. It’s definitely possible to do something like what you described without lagging people out, but it’d take a bit of effort.
Every single block would add a bit of stats [HP, Def, weight stuff like that] so it has to be blocks.
i could probably not render the inside of the body unless damaged and even then only render what would be visible from the outside this alone would reduce the amount of blocks by 40 - 60%.
Each block adding stats isn’t a reason why it has to be blocks - you could just work out how many stats it should add with each block, and then do a calculation to put a mesh around it. You could even use CSG to group the blocks together into something more performative, and then negate bits off when you want them to take damage. I’m sure there’d be a way to work out how much to remove from the body that way, and it’d definitely be better than hundreds of blocks.