Loethor / Loethor/pixel_simulation
implement dynamite
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- Dominant language
- GDScript
- Stars
- 0
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
Solid, explodes
Maybe new material property: explosive radius (reactivity?)
Open question: how to code explosions? turn everything into fire in a radius?
After this is in place, other type of explosives are ezpz
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are named. Start by locating the material-property and simulation code, then resolve whether explosions turn nearby material into fire and how an explosive radius is represented. Done should mean dynamite is implemented with an agreed explosion behavior and other explosive materials can reuse it.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100