I’ve been back and forth over the design of pushables in ROEM, and Moon[Drunk] made a nice new base texture for them. He’s experimented with animated ones recently that have flickering light.
We’re not quite there yet I think, but it’s a good direction to go in. The goal here is for the pushable boxes to be more recognizable (some players never noticed they were interactive) and especially to revise their function.
They have been renamed “hovercrates” because they will now hover, and I want them to move on their own when shot and grappled, with some kind of grid based 3D movement. No more tedious pushing! That matches a lot better with Quake’s gameplay – shooting things is the main mode of interaction in Quake after all.
All part of returning to Quake-type gameplay again.
Another thing I’m thinking to do is reduce the default weapon damage and monster HP to Quake levels, but have weapon-specific powerups that work a little like “strong ammo” but with a timer.
You got the slugs. BOOM!