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Instruments of Destruction News

Introducing the GRAPPLING HOOK!

Let's jump right in with a couple GIFs of the Grappling Hook:



That's using the hook to do more damage than pulling.



And that's using it to do more pulling than damage.

Same vehicle, same part, just with different settings. It's a very bland vehicle, but incredibly fun to play with the hook. I think this might be the single best part in the game, but it's too early to say for sure.

HOOKED ON YOU

I originally created the grappling hook part back in mid-2021. It has many hacks in how it works, and it looked pretty wonky a lot of times, so I disabled it ahead of the launch earlier this year. It was the most-asked-about "coming soon" part, and I've put off working on it because I was worried it could explode into a much bigger task. Ropes are pretty difficult to work with, and I didn't really want to deal with the grappling hook's rope that much, as I couldn't really remember how I made it change in length, but I knew it wasn't a great method.

Turns out, it barely mattered. The rope is not really that important to the grappling hook, and I'd already figured that out (apparently) last year. The scaling of the rope works well enough, and I just had to tweak the visuals a bit and make it shorten its length more aggressively. The two most important parts of the hook are the (invisible) spring between the cannon and the hook itself, and the destruction damage caused by pulling on a building.

The spring just needed a few tweaks to make it stronger and more adjustable (by the player). The damage code had a simple math bug in it, and once that was fixed, I only had to tweak a few settings to get it working well.

So what should happen when a heavy vehicle pulls hard on a structure? Should the vehicle get pulled towards the building at high speed, or should the structure rip apart and come flying towards you? The answer is both, but it's really up to you which happens more. There are multiple sliders in the advanced mode setting that let you customize how the hook functions. It's also powerful enough that you really only need one grappling hook for most cases, but you can certainly use more than one if you want.

The biggest problem with using more than one is the controls aren't ideal for that case. By default, E fires the hook, and E also recalls it (without pulling on anything). If you want to pull towards the attached object, you press Q. It's still a little bit wonky at times, but generally just try both E and Q after you fire it out and you'll get the hang of it pretty quickly. Once the hook gets close enough to the cannon, it auto-snaps back in place.

[With two or more, the ropes can get out of sync because they can get caught on things when returning. Not always a problem, and it can be messed with to fix it, but it's definitely an issue.]

v0.205 CHANGELIST

The grappling hook is the shiny new thing for v0.205, but there are a lot more nice changes below. Here's the full changelist, then I'll highlight a couple important new things:

  • Added new part: Grappling Hook
  • Added optional outputs for bombs, pistons and limited rotation pivots
  • NOTE: Bombs activate (for 1 frame) when they explode, pistons and pivots activate the +/- outputs based on reaching the ends of their limits
  • Added locking mechanism for the following parts (assign a key to use it, can also be a toggle):
  • Sliding pipe, Axle/Axle S, Flex Swivel, Flex Pivot, Free Swivel, Free Pivot, Socket
  • NOTE: Locking doesn't completely stop any movement/rotation, just slows it WAY down
  • Changed advanced mode slider behavior with SHIFT (increments slowly towards cursor)
  • Changed it so you get the active cab type when you reset a vehicle or delete everything (instead of always the 1st one)
  • Reduced the delay between multiple bombs exploding (player bombs are almost instant)
  • Fixed ultra-slow connector generation in certain cases (would cause reloading the level to take 20+ seconds)
  • Fixed center of mass not being correctly calculated when entering play mode
  • WARNING: This will mess with some vehicles, particularly flyers
  • Fixed flex arc not lining up when previewing the placement, and being the wrong default size
  • Fixed flex beams having the wrong alignment for one of the connectors after rotating + playing the game
  • Level Editor: Fixed focus on selection not working for meshes, loop centers, and joints
  • Fixed pistons ignoring input strength for multiple modes (Auto-Extend/Retract and half of Oscillate)
  • Fixed phantom parts getting saved to the vehicle file in edge cases (ignore them on load)
  • Fixed copy-paste settings not updating the part shapes for ones that change dynamically (such as suspension)
  • Fixed a few localization issues
  • Disabled motor torque spin debug message
  • Reduced chance of broken metal forming a jointed structure (by 40%)


The new optional outputs for the Bombs/Pistons/Pivots let you trigger other parts for specific events/etc. It's pretty easy to add new outputs for most parts (except certain joints), so let me know if you want them for other parts. The Grappling Hook will probably get them at some point.

The locking mechanism for certain joints was a recent request, and it actually lets you do some interesting new mechanical contraptions. Note that it doesn't fully lock the vehicle/joint, but this is the closest I could get after hours of trying different approaches.

WALKER FEATURED VEHICLES

The video for Walkers is still being worked on, but winners will be announced soon. The theme for the next contest is also chosen (Ballistas), and I'll go over some tips/hints about the best rope settings/designs in the next Steam post as well. If you want to see the overall conclusion, check out my Workshop page (the 2nd most recent upload).

Auvic Rocks! Steam Nomination Awards Are Now Open!

Steam has a year-end awards thing, and apparently they let developers "suggest" a category for fans to nominate their game in. I looked through all the categories, and there's nothing that says "Destruction" or "Physics" in it, so there's only one category where Instruments really belongs, and that's in the Best Soundtrack category. I feel no shame in saying this because I didn't work on the soundtrack.

Auvic is one of my favorite musicians of all-time, and I feel incredibly lucky to have worked with him on multiple games. I first contacted him in 2018 to see if he wanted to work on Speed Demons after being a fan of his songs for years. He said yes even though I had very little to show of the game, and his song helped the reveal trailer for Speed Demons become the most popular video I'd ever posted on Twitter (up until the videos for Instruments, see below). That game eventually made it's way onto Apple Arcade, where it was featured multiple times for it's Outstanding Audio (Apple's words). I can say for sure it had nothing to do with the sound effects. His soundtrack for Speed Demons was sensational, and when I started working on Instruments of Destruction I immediately asked if he'd be interested in doing a soundtrack for it as well.

The soundtrack for Instruments of Destruction is amazing and massive, so it got split up into two albums on Spotify. It's on other places too, but I use Spotify and that's how I found Auvic many years ago:

SOUNDTRACK PART ONE

SOUNDTRACK PART TWO

[My personal favorites are Our Horizon, Manic Designs, and Risen Apparatus.]

Auvic is also responsible for the Instruments of Destruction theme song (along with the vocal talents of Pipo Fernandez), which you can hear in the Release Date Trailer below:

[previewyoutube][/previewyoutube]
And this is an old trailer with the old visual style, but it features another song of Auvic's (a remix of Moonlight Sonata):

[previewyoutube][/previewyoutube]
He's got tons of other varied and amazing music if you're interested in hearing more on Spotify, Bandcamp, and all the other music sites. And we're already working together on yet another game project! So yeah, *please* nominate Instruments of Destruction for best soundtrack.

Thank you!
Luke

Version 0.202: Smoothing Out Some Rough Edges

Version 0.202 brings a number of features and fixes aimed at smoothing out some rough edges in Instruments of Destruction. There are 3 new logic parts, another flex-piece that lets you build larger curved surfaces (with relatively smooth collision), and a big improvement to the impact system. Let's start with that last thing, then we'll come back to the changelist and the new parts:



The big impact system arrived a month or two ago, but I decided to upgrade it for this update because I was never quite satisfied with the previous version. Now instead of creating an instant explosion, there's a shockwave that expands over a short time. Combined with a tweaked version of the visual shockwave and making effects scale down during the impact (prevents effect popping, still looks great), big impacts are a lot more satisfying than previously. I could probably increase the visual intensity of the expanding portion a bit, but I'll wait to see how big the impacts are with the crazier vehicles you guys are making.

That's just an improvement to an existing feature. Let's take a look at the new parts after the full changelist:

NEW PARTS
  • Added new logic part: Proximity Sensor
  • Added new logic part: Leveling Sensor
  • Added new logic part: Output Smoothing
  • Added new part: Variable Arc - 90 degree turn with custom radius, decent collision


IMPROVEMENTS
  • Revised the mega impact so it's an actual shockwave that spreads over time
  • Changed build mode to keep the part selection after playing game
  • Added Cab advanced mode camera shake setting
  • Added toggle option for logic gates (current = normal)
  • Fixed Debug Draw not saving/loading after you play the game

BUG FIXES
  • Fixed always-on lights (and other similar things) not triggering toggle inputs/timers on startup
  • Fixed paste-copied-settings number being wrong
  • Fixed changing physical controls not affecting the whole selection
  • Fixed attachers creating a debug message when trying to attach to the ground (could lag the game in certain cases)
  • Fixed motor linkage 11 not working
  • Changed variable length parts to extend a bit further (while playing)
  • Added some safety code to slow down crazy vehicles (caused by variable length pieces and treads)

EDITOR TWEAKS/FIXES
  • Editors: Made shift/control work consistently with build mode (shift->add, control->toggle)
  • Editors: Made it easier to place entities/structures on meshes again
  • Editors: Fixed clicking on something not always selecting it
  • Editors: Fixed undo not affecting meshes
  • Editors: Fixed ground plane preventing you from updating the placement position
  • Editors: Fixed annoying jump in position when first selecting something in ground mode


The new logic parts need a little explanation, but I'll try to keep them brief:

PROXIMITY SENSOR - Measures the distance between other nearby Proximity Sensors. There are two modes: Emitter and Detector. The Detector mode is the part that triggers the outputs, and it only measures distance to Emitters mode parts. It's less confusing than it sounds, I think. Just place two of them, then set one to Detector and one to Emitter.

ROTATION SENSOR - This has been requested a bunch for making vehicles align to the ground (rotation-wise). I tried to set it up so it fits that purpose, but it could probably be used for other things. There are a number of options/settings, but the easiest way to learn it is to turn on Debug Drawing and just try it out.

OUTPUT SMOOTHING - This has two visual bars, and they tell you pretty everything you need to know. The first is the input, the second is the output. You can smooth the output with a custom fade in/out time, and also invert the output (it does a "1 - x" function, as negative input/output values don't mean anything).

The final new part is the Flex Arc. It's a variable sized arc, and it has decently accurate collision so it can be used in more situations than the standard Arc 90 pieces.

ROADMAP AND FUTURE UPDATES

This update has 4 new significant parts, and it's likely one of the last to include a significant number of new parts. Version 0.202 completes the main portion of the SUPER VEHICLE BUILDING section from the Roadmap, and I ended up completing part of some other major updates along the way (LOCAL MULTIPLAYER and FLYING VEHICLES). I've been using the Roadmap as a reference for the overall direction of the game, and have moved away from the Trello.

I don't really know what section I'll be working on next, though Combat + Conflict does seem like the most likely, because it sounds fun/interesting to work on. But I'll take a little time to think about it before jumping in. I've been enjoying working on the game in shorter bursts, so I plan to continue that for a while. The side project I've been working will likely be revealed in the next month or so, and I plan to keep jumping between the two for a long time to come.

Version 0.201a changelist

Fixed multiple problem with flex beam (and rope) deleting/placement/etc
Fixed a problem with ropes/flex beams and undo mode
Fixed Flex beams getting weird with ctrl+shift+v
Fixed mirror mode not affecting drag-select
Fixed connectors not updating after 1/2 move/rotate
Fixed being unable to rotate the double wheel
Fixed deleting everything preventing you from doing anything else with the vehicle (or undoing it)
Fixed a couple bugs with loading a cabless vehicle

0.201 Changelist

Added new part: Basic Speaker featuring 8 different sounds and pitch/volume control (in Activated)
Removed copied settings when placing things (Control shortcut)
Changed mirrored mode to always rotate/move mirrored
Made mirrored mode more visually obvious
Forced edited vehicles to double-load if number of parts changes, or you place any new parts
- This fixes issues with motors/treads not working correctly the first time you play with them
Added material override to variable pipes and light beams
Fixed starting rotation not affecting all selected parts min/max rotation (only affected main one)
Fixed beam rotation going funky
Added Pos Snap (snaps the selected parts to 3D grid, based on the primary selected part)
Added Rot Snap (snaps to nearest orthogonal alignment, based on primary selected part and rotation mode)
Added option to change movement size [ + ]
Added option to disable ground effects for vehicles (cab advanced mode)
Added mouse-controlled movement and rotation (1 and 2 on main keyboard)
Added option to disable effects for Thruster
Added subtle trail effect to omni-wing part (can be disabled)
Added two new super-bouncy override materials
Made wrecking balls and steel orbs have material override option
Added connector-relative rotation for selected parts (Control + [ or Control + ])
- This is intended for after you paste and things aren't lined up the way you expected, but it's useful other times as well
Fixed some issues with ropes and bridge joints disappearing