8th March 2022, 7:55 PM
(This post was last modified: 8th March 2022, 7:56 PM by Northadox. Edited 2 times in total.)
(8th March 2022, 7:07 PM)ThePizzaEater1000 Wrote: Would be nice if there was an item that worked like Lightning that was off by default or whatever, that we could still put into levels. The PR2/PR3 lightning behavior can be pretty useful for certain sorts of maps.
Also, would be fun to see a Lua implementation of some sort, it can open up a lot of avenues for cool levels (and crash blocks, but the tradeoff is worth it imo).
Maybe I'll just have the item behave like Lightning in a "legacy mode" I'll make (which will eschew my clone game's new mechanics/additions in order to be consistent with PR2's, e.g., cursor camera control plus some other things I'm planning).
About custom blocks, that's something I'm very split on. While it sounds like an absolutely spectaular addition for a PR game, personally I felt like it made levels using them very hard to "read" at first play, as there's no way to know what blocks a level is going to have, and what the extent of their functions are. When you enable custom blocks, you're placing an additional burden on the level's author to not only make their level play well, but also visually and functionally read well, and tee bee eff, not many of them did that.
What I DO want to do is to have the ability to customize blocks in place, e.g., the old idea of Jiggmin's block skins from one of his Motley Mondays. Not only will all blocks be able to be colored, but I could also make it so that the texture for all the blocks would be able to be replaced by the level's author. It might be disorientating at first, but a player will know that all the blocks in the level will be limited to the functionality that the game provides, not the one the author makes themselves. It'd be a nice compromise me thinks.
If I did ever change my mind though it's still a long way off. Adding a Lua interpreter sounds hard too :v
![[Image: aGf8Xvh.png]](https://i.imgur.com/aGf8Xvh.png)