1 | | * Remove the "decay animation". Instead, the last frame of the death animation is sustained while the corpse is lying about and while it is decaying. |
2 | | * If an entity leaves a corpse, it should still decay (ie be removed from the map with a bit of eye candy) at some point to remove the entity for performance reasons (whether after a timer has elapsed, or based on some signal from the graphics engine). |
3 | | * Decay: If an entity doesn't leave a corpse (eg buildings decay immediately after being destroyed) or after its corpse state has elapsed, the default will be for it to sink vertically into the terrain, ideally with also a simple fade effect, until out of sight (basically the reverse of construction). Then it'll be removed from the game. |
| 1 | * Remove the "decay animation". Instead, the last frame of the death animation is sustained while the corpse is lying about and while it is decaying. |
| 2 | * If an entity leaves a corpse, it should still decay (ie be removed from the map with a bit of eye candy) at some point to remove the entity for performance reasons (whether after a timer has elapsed, or based on some signal from the graphics engine). |
| 3 | * Decay: If an entity doesn't leave a corpse (eg buildings decay immediately after being destroyed) or after its corpse state has elapsed, the default will be for it to sink vertically into the terrain, ideally with also a simple fade effect, until out of sight (basically the reverse of construction). Then it'll be removed from the game. |