Walls break open
A small polish pass on the new walls. A broken wall now has a real hole in it that you can see the ground through, with rubble piled at its base. Mech-alloy walls are lighter so they stand out on dark ground, and walls of different materials now line up cleanly where they meet.
What's new
- Breached walls now have a real gap through the middle. Only four low corner stumps are left, so you can see the ground through the hole, and rubble is piled up at the base on both sides.
- Each material breaks its own way. Wood shows splinters, metal and mech-alloy show torn sheet edges bent outward, and reinforced concrete shows bent rebar sticking out of the broken stumps. Brick and stone just crumble.
- Cracked walls look the same as before, so you can still tell the three states apart: whole, cracked, then broken open.
- Mech-alloy walls are a step lighter, with a bright bevel along the top and left edges where the light hits them and a stronger blue light strip. They no longer sink into dark ground.
- Walls of different materials now meet flush. Every material uses the same outline for each joint and the same lit top edge, so a stone wall running into a metal one lines up with no step.
How it was made
- The broken state is new pieces in the same wall model. The old version simply hid the top half of the wall. The new one swaps in four corner stumps around an open middle, low jagged chunks on each arm, two rubble piles, and either torn sheets or rebar, depending on the material.
- The textures got two new swatches: a rough broken-top surface in each material's own colours, and the torn-sheet or rebar colour. The mech-alloy texture was repainted lighter, still using only the palette.
- A new test reads every wall sprite and checks that a broken wall differs clearly from a cracked one in all six materials and all 16 joint shapes, that the ground shows through the hole, and that all six materials share exactly the same outline for each joint.
- The bright patch seen on the stone walls last time is light in the scene, not part of the wall art. The same stone tile shows up at different brightness in different spots of one screenshot, and the art itself is evenly lit.
Screens
Tools used
| Blockbench 5.2 + MCP plugin | Rebuilt the wall and window-wall models with the new broken pieces, again entirely through scripted tool calls. |
|---|---|
| Godot 4.7 | Re-rendered the walls in all six materials and took the before and after screenshots in the game. |
| Aseprite 1.3 | Locked every pixel to the 32-colour palette and exported the sheets. |
| Claude + Hermes | Made the model and texture changes, added the tests, and checked the screenshots. |
How to try it
- Start a game and press B (Triangle on PS5) for build mode. Paint a wall line with the left mouse button held (R2 on PS5).
- Point at a wall and press E (Cross on PS5) to upgrade it, one material at a time. Run a stone wall straight into a metal one and look at the join.
- Let raiders or a mech knock a wall below a third of its health to see it break open with rubble at its base. Hit it with its own material in hand to patch it closed again.
Known issues
- Walls running north to south still show mostly their top, so they read thinner than east-west runs.
- Doors and gates keep their old broken look for now. This pass only covers walls and window walls.
- Walls still have no soft contact shadow at their base.
Ironfall dev log · Update 14 of 18 · All updates