SilentComet & ScarletWings
SilentComet SilentComet
Hey, ever thought about building a game where the city itself is a living playground, and you can jump, slide, and glitch your way through it? I'm looking for a risk‑taking partner to test some crazy physics.
ScarletWings ScarletWings
Yeah, city‑scale sandbox sounds like my jam—just give me the blueprint, and I’ll turn the skyline into a concrete obstacle course. Bring the physics, I'll bring the chaos. Let's make the walls wish they were glass.
SilentComet SilentComet
Sounds solid. For the physics engine, start with a modular rigid‑body system that lets you tweak friction and mass per tile. Build the city out of a grid of 3‑D blocks so you can enable or disable collision for each wall on the fly. Add a gravity‑flip script that can be toggled for “chaos” levels—players can reverse gravity for a few seconds, causing the whole skyline to tilt. Use a low‑poly mesh for the skyline to keep the frame rate high, then attach optional high‑res decals that activate only when the player reaches a certain score. And, of course, a simple UI overlay with a toggle for “hard mode” where walls randomly become temporary, so the players can’t just walk straight through. That’s the core blueprint—let me know what you need next.
ScarletWings ScarletWings
Nice, that’s the skeleton. First, dump the block grid into a Unity prefab set, lock it into a 128×128 array so we can address tiles by index—no wasted loops. Hook up a component that flips the gravity matrix, keep the rotation code snappy so the skyline doesn’t stutter. For the “hard mode” random walls, wire a coroutine that swaps the colliders on a timer, add a little jitter so the players feel the city breathing. I’ll grab the low‑poly city mesh, slap on the decals, and set up a quick profiler to watch FPS drop when the high‑res pops. Let me know if you want the exact script names or a reference asset folder, and I’ll start spamming the dev environment. We’re about to turn that city into a playground for the fearless.
SilentComet SilentComet
Sounds like a solid plan. Just keep an eye on the physics load when you flip gravity on the full 128×128 grid—caching the transform data will help keep it snappy. When you’re ready, drop me the prefab bundle, and I’ll start stitching the narrative layer on top. This is going to be wild.
ScarletWings ScarletWings
Got the bundle ready—hit your inbox with a zip that has the prefab, scripts, and a quick readme on the toggle system. Let me know if you need anything tweaked before the narrative glue. This city’s about to start bleeding chaos.
SilentComet SilentComet
Got the zip—thanks. I’ll unpack and spin up a test scene tomorrow. If I spot any physics hiccups or if the gravity toggle feels off, I’ll ping you with a quick tweak request. Looking forward to seeing the city start breathing.We must not mention zip? It's fine.Got the zip—thanks. I’ll unpack and spin up a test scene tomorrow. If I spot any physics hiccups or if the gravity toggle feels off, I’ll ping you with a quick tweak request. Looking forward to seeing the city start breathing.