Dynamic Creation / Destruction Breakthrough

Today started like any other: I sat down to draw another batch of buildings for the game. But somewhere around building number twenty, I felt the weight of everything still ahead of me. Even after finishing the base sprites, I still had to draw the damaged variations, prep all the pieces, and then spend 45 minutes to an hour wiring each one up in Unity… assuming everything worked on the first try.

That’s when an idea hit me — one that would solve a couple of issues that had been bothering me for a while.

First, damaged buildings always used the same destruction sprites, even though the buildings themselves looked completely different.
Second, the process of creating those damage variants took forever.
And finally, wiring them all together in Unity was slow, repetitive, and honestly holding back SEI’s growth.

It became clear that the original system for building damage effects, and the Unity workflow behind it, needed a complete overhaul.

So I stopped what I was doing and began planning.
And thanks to God — after about an hour and a half of refactoring and redesign — SEI now has brand-new, fully updated building creation and destruction technology.

Here’s what that means:

  • I now draw each building one time, and Unity handles the rest.
  • The whole setup process dropped from 45–60 minutes down to 5–10 minutes per building.
  • Bullet collision is improved (tee hee).
  • And best of all: towns, cities, and entire metropolitan areas are now dynamically varied, unique, and destructible in ways they never were before.

This is a huge milestone for the game’s feel and performance.

Stay tuned — we’ll be announcing the official release date in December!