For this unreleased title, one of the first things I was tasked with doing was conceptually defining how we could take our hole punching/geo mod system to the next heights. This set of illustrations shows how this would happen from the ground floor level. The key aim in this portrayal is that we would have multiple hit point systems arranged based on multiple substance types. Things like steal and infrastructure would persist with greater resiliency then concrete and dry wall, etc, etc.
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![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQxu7lZum74N1QP204Zwj7n0ZwsYkXYUbH_BruqSJDl4kc-EiwBzQ6ceeyjFnispSmZdAt6LZCLO9wTdOQ6eOBfmwNtNvkVxztqrcoEc_f27RLwwFZDw6BHRPW5bIjU6MlQqtitsoFMgIM/s320/Ground_Floor_Destruction_19.jpg)
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