not really a need to since I kinda lost interest and don't have any ideas. If I did have something to port i'd port it but I did what I wanted/could do.
This is kinda how I've felt since porting Kitchen. I've tried out a few new technologies. But I don't have inspiration for anything specific.
Maps can be used to create an atmosphere. They're basically just freeform scripting with an environment in mind.
Technologically, they can spread beyond bricks, but bricks CAN be used in a map.
I would suggest StaticShapes for static visual shapes, TSStatic for collision shapes, and Items for animated shapes.
The sky has various utilities for portraying the weather and things far off. Extra stars and celestial bodies, extra layers of clouds, etc.
Rain and weather effects can be properly achieved through the use of physics zones. But this does increase load on all clients.
Physics zones can also be used to emulate zero gravity, water, negative gravity, increased gravity, acceleration zones, etc.
Lighting is very limited. There is a max of what- 8 light emitters on a client at once? Forget about lights.
Shadows work with most of these technologies, but in the shade it becomes difficult to differentiate between surfaces.
The sun can move in real time.
The draw distance is limited to 1000 units.
I would abandon Selective Ghosting and it's derivatives (EnvironmentZones, WarpSpace, GhostAllBricks, GhostClose). Afaik Selective Ghosting is no longer being updated with the main game.
That cuts out pretty much any option of multiple zones in a single map. And without GhostClose, this also cuts down on the maximum size and complexity of a map.
So we've got visual shapes, collision shapes, pretty skies, rain and weather, physics effects, shadows, and an animated light point.
"Maps can be used to create an atmosphere. They're basically just freeform scripting with an environment in mind."So what sort of environment would you like to use? As I said I'm kind of dead on ideas.
I need to get out more. :<