Quote: "i had a look at the top 10 on the contest and they are all 2D so I don't see how 3D can help"
- Adding another dimension to your game cant hurt but you are right a good Story and Gameplay seem to be the Important things.
I had been asked how I made my destructible landscape In Mutant Flora Bomber, thought others might be interested so here is how.
I used Memblocks, Each level is different ( random within difficulty constraints),
It is made up of tree parts that are put together and stretched as needed. This way I could make the trees grow each level and make every play of the game slightly different. Background is transparent.
I then grab an image for the level then make a Memblock, of that image.
Bombs can be different sizes and there a few reference explosion images (10 in total I think).
Collision detection is done by getting the RGBA value from the Memblock ( to accurately determine collision placement). at aeroplane and bomb XY.
I then alter the Memblock depending on the explosion size and position.
To Avoid too many floating pixels I then check the width of the explosion and bring down any pixels with nothing underneath. (I wanted to eradicate them altogether but the performance hit was too big someone better at maths might be able to do it.)
I then Make an Image from the Memblock to use as the new altered landscape.
There might be a better more efficient way of doing things (perhaps with a shader) , but it works well and gives pixel perfect collision and destructible landscapes.
I made an Example of how to use Memblocks to alter images, You might find it useful and It is available here.
http://steamcommunity.com/sharedfiles/filedetails/?id=509099112