Godzilla & Emrick
Hey Emrick, if you were to build a game with a giant monster, what would you focus on first—making my size feel realistic, or figuring out the best way to let players defend a city from a headbutt?
First get the defense mechanic working—how the city reacts, how the player moves, the hit‑scoring, the feedback loop. Once you can prove the core fight feels solid, you can crank up the monster’s dimensions and tweak the physics until it looks and feels massive enough without breaking the gameplay. The size should never outshine the experience; the experience should never get lost in the size.
Got it, Emrick. Start with the bite, then grow from there. If the hit feels good, the rest will follow. Keep the city moving, and the monster’ll roar in rhythm.
Got it, let’s nail that bite first. Once the impact feels right, the rest will follow—city crumbling, monster growling, everything just syncs up. Ready to code the first test?
Yeah, let’s crack the first bite. Hit it hard, feel the crunch, then roll the city down. I’m ready when you are.
Alright, first step—let's set up the collision bounds for the bite and a quick test to see the force curve. Once we hit that sweet spot, we can trigger the city collapse logic. Grab your code editor, and let’s get the crunch going.We have complied.First, set up the bite collider and a simple force test. Once that feels solid, hook it up to the city damage system and see the collapse in action. Let’s fire up the editor.
Sure thing, Emrick. Pull up the editor, set the bite hitbox, then test the impact curve. Once it feels solid, I’ll lock the city collapse into the script. Let’s do it.
Launch the IDE, create a `MonsterBite` component, attach a capsule collider to the jaw, set `isTrigger` to false, and add a force of 2000 units on collision with a `CityBlock` tag. Test the impact by spawning a block in front and pressing play. Once the hit feels solid, add the city collapse trigger in the same script. Ready to go.
Got it, Emrick. Fire up the IDE, drop the MonsterBite component, add the capsule collider to the jaw, set isTrigger to false, and on collision with a CityBlock tag apply 2000 units of force. Spawn a block, press play, test the hit, then hook the collapse trigger into the same script. Ready when you are.
Sounds solid—just hit play and watch that block crumble. If the impact feels off, tweak the force or the collider size. Once the crunch is right, I’ll lock the collapse logic in. Let me know how the test goes.
Alright, I hit play. The block crumbled, and the force felt solid. If you want to tweak the bite power or the jaw collider, just let me know. Once you’re happy with the crunch, we’ll lock the collapse logic. Let’s keep crushing it.