Melt
It’s hot in here!
Or is it just me? Also why do I have a fireball in my hand? And why is my hand red? So many questions…
Demo video by DestTD
TOOLS
– Melt: You can melt any object.
SPAWN
– Melting Grenade: A grenade that melts nearby objects.
– Melting Laser: A laser melting objects it touches.
KEYBOARD CONTROLS
– [LeftClick]: Melt (hold).
– [T]: Change melting pattern.
– [O]: Open options menu.
CHARACTERISTICS
– You can melt only one object at a time.
– The melting object remain the same as long as you hold the key down.
– Objects melt in one direction at a time (down).
– Fully melted objects will end up as a flat puddle.
– The larger the object melted, the laggier it will get.
– You don’t like the red shift, the particles or the sound? Check the options 😉
– Each melting pattern change from where you melt the object:
— Point: Melt from the player location, in all directions.
— Flat: Melt from a vertical wall always placed under the player location.
— Circular: Melt from a cylinder all around the object sides.
— Surround: Melt from a sphere all around the object.
— Cone: Melt in the cursor circle, in a cone shape from player location.
— Laser: Melt in the cursor circle, in a beam shape from player location.
– The spawnabe metters can be configured when looking at them.
– The spawnable melters will also be affected by most of the options from the Melt option page.
KNOWN BUGS
– Voxels from the melted object may end up floating in the air.
– Voxels from the melted object may sometime fail to detect collision and move down under the ground, resulting in the object moving up if it’s free floating.
DEV NOTES
It was summer… It was hot… I was tired of melting myself… So I decided to melt stuff in Teardown (and my PC) as well :p
Joke aside, this is one of the ideas that came to my mind shortly after the creative update came out ^^ With the new API functions provided in this update, I thought slowly moving the voxels of an object to a different location would be doable and hopefully in a not too laggy manner :p
So I tried, and it worked pretty nicely, but as expected it scales poorly with large objects as the voxel painting functions have pretty bad performance on those :/
This mod is also the first time I play with post process effect, and it was fun fine tuning it to get it to look like the world suddenly turned into burning hell all at once 😀