Created this little project to go through the process of making a destructible asset players can interact with. I didn't want this project to just be some effects and nothing, rather an asset with behavior and a bunch of effects ready to go into a level, so while the explosion, fireball, and destruction are the showcase of the project, I wanted them to be wrapped up in a cohesive package that makes sense visually and behaves as one might expect in the [gamified] real-world, and allows for expansion into a system that can be used to incorporate any kind of explosive, destructible prop.
The asset features:
1. User-defined mesh
2. User-defined impact & damage effects
3. User-defined critical health indication & impact effects
4. User-defined explosion, blast decal, & lingering effect
5. User-defined health, critical health threshold, & critical health timer
6. User-defined impulse force for destruction, including force, random offset range, and spin
This is it, the final version! Fuel pour added, Houdini RBD sim exported into .fbx for physics blend
Demonstrating how user set variables can change the explosion force on the destroyed mesh.