Wow! You guys really come up with the goods! Attempt at speedy replies:
A pixel-perfect procedural destructible terrain system is a fantastic thing. It must rock to be as clever as you.
What about a sort of Dwarf Fortress-like game set in space, where you land on a planet and must build a habitable and functioning base on it by digging tunnels?
Heh, I'm not clever, just old. I've picked up a few interesting tricks in my time
I like the space mining thing. Sci-fi asteroid mining seems like a nice setting that's not been done much (unless there's a whole pile of games I don't know about).
And i know, making things rotate and have it pixel perfekt is a bitch.
Yeah, that is a bitch... I'd try it if I thought the game really needed it but if I could get away without having bits of the terrain move and rotate, it would make life a lot easier. Worth bearing in mind, though.
Fluid simulation + destructible terrain -- pixeljunk shooter comes to mind ...
It occurred to me as well. I'm not sure I want to make a Pixeljunk Shooter clone, but some kind of interplay between solid and fluid might be nice - assuming I can adapt the fluid code to run at a framerate that's actually playable on a PC. The PS3 processor was basically built to do fluid sims. Current PC processors - not so much.
Instead of concentrating on the destructible terrain aspect I'd focus more on the constructible terrain capabilities.
Constructible terrain basically comes for free in a destructible terrain engine. It'd be nice to use both types of things, but yeah... Building stuff is at least as cool as blowing stuff up.
Artillery games have been done to death. I know what, an ESP-themed fighting game where you just make a hugs mess of things.
I would make some crazy Prototype-style sidescroller in a city where you can pretty much demolish everything in order to reach your goal, make buildings collapse by eroding their foundations and block tanks by blowing holes in the street.
Could work, but a game featuring Awesome Cosmic Destructive Power needs to work quite hard to not get old pretty quickly. Prototype is awesome for the first hour or two but gets pretty samey after that.
Someone's already made that
I should look into Cortex Command more, but from what I've seen in videos and stuff, it's not a genre that sets my world on fire.
A 2D populous?
Populous was already basically 2D, wasn't it? God games are not really my thing, but I agree that building stuff is cool.
Clonk (with all its different game modes) and Liero can perhaps give a bit of inspiration?
I just did a bit of very rudimentary Googling, and those seem like good things for me to spend more time looking at. Clonk in particular sounds cool.
A game that's like a cross between Worms and
Chaos: The Battle of the Wizards. ... (If you actually get a prototype of the basics of this sort of game up and running, send me a PM, I'd love to work on it.
You have excellent taste. Chaos is my favourite computer game ever. I tried a Worms/Chaos type game in 3D once, on a destructible heightmap. It was okay. It could be fun in 2D too, but I'm having a hard time working out how it would be anything other than "Worms but with different magical-type weapons".
The one thing that every 2D 'pixel perfect' destructible terrain engine suffers from is unpredictability.
...
Anyway, the point is, if someone wants the source to a Flash destructible 2D terrain engine ... I'm happy to share.
I guess the unpredictability might be part of the reason these sorts of engines didn't become more prevalent, but I kind of embraced the chaos. "Your cluster bomb blast left my Worm standing on a single floating pixel... Okay". Nice engine test, by the way. I'd be interested in seeing how you put that together, if you don't mind sharing.