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Description
- Localization picker in the client
- Content localization
- Cross-platform content editing
- Server sharding
- enables regional gameplay servers
- separate auth and API servers, but have one core database
- replication allowed
- this will not be supported if SQLite is used as the player database
- this is a technical limitation since SQLite is not networked
- the game DB can be copied between servers, and should not be getting modified via editor on a live server
- Visual event editor
- Events-in-code (see feature: Programmable game objects #2681)
- Game objects-in-code (see feature: Programmable game objects #2681)
- "Pixel" movement (see feature: Pixel-by-pixel movement (i.e. "pixel-based movement") #2650)
- Adjustable hitboxes per sprite/entity/map object
- Directional sprites
- Bi-directional sprites ("2 directions", left and right)
- Directional sprite mirroring (some games will use the same sprite in both left and right, just flipped horizontally)
- 8 directional sprites
- Requires 8 directional sprites to be contributed to the assets
- Assigning layers and map objects to Z group
- i.e. you can have 1 ground layer per Z group, and you can stack the layers on top of each other so players can have things like proper cliffs and bridges
- Map objects
- where you can create a map object from a fixed region of an asset
- where you can "map out" a map object from multiple other assets
- e.g. a house made of tiles, but then baked as an object
- requires an editor for doing it, easy to imagine but not easy to implement
- Live map alteration
- To enable games with some limited terrain manipulation
- Mobile support
- soft requirement of a TCP network interface since not all mobile telecoms permit UDP
- Browser support
- requires WebSocket network interface
- Controller support, and better accessibility support for people with mobility issues
- Steam publish (not happening without SteamDeck support, which is an extension of controller support)
- Direct TTF/OTF support
- Dynamic texture atlases
- this puts loose textures onto an atlas so we're not constantly telling the GPU to switch textures and splitting up draw calls and slowing everything down unnecessarily
- Proper single player support
- there is a "hacked together" prototype that isn't part of the official release binaries that would need more support around it to enable proper "publishing" of a single-player game without source-edits
- "Co-op" support (Peer-to-Peer)
- This is something in between the current "server" and "single-player" models
- Peer-to-Relay-to-Peer support
TalikanPMERecoStar and WeylonSantana
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feature requestNew and valid feature requestNew and valid feature request