Eric Gurt wrote:1. No violence part is not ready currently. So far thinking about something like forcing metal particles on everything as a non-violent version. Will try to make it look pretty rather than non-demanding in terms of performance (performance seems to be just find in any case).
Oh.
Eric Gurt wrote:2. Probably just no blood. Bodies probably still could be broken.
Okay.
Eric Gurt wrote:3. Similarly, yes.
Okay x2.
Eric Gurt wrote:4. Maybe, depends. I had in plans more than 2 songs for sure.
Okay x3, that's interesting.
Eric Gurt wrote:5. Can't tell.
...
Eric Gurt wrote:6. Can't tell. Whatever will suit gameplay most.
Okay x4
Eric Gurt wrote:7. Holding tab fills whole left part of a screen with chat history, no scrolling so far. Copy and paste is implemented but max symbol frequency will probably be capped, if not more.
So, the scrolling thing is still in progress.
Eric Gurt wrote:8. Just tested applying custom as well as built-in sounds for breakable movables, which can receive transparent materials. Need to allow mis-grid size and positions, then automatic spawn of glass debris on break for glass to be fully possible. PB2.5/3 does have quite a library of sound effects now, including variations of movable starting movement, travel loops and ability to customize movement-end sounds (haven't made these so far, though it is possible to use custom sounds). Probably custom sounds will require pre-moderation. This is basically what I post about on Patreon.
So, same as custom decorations, got it.
Eric Gurt wrote:9. Interface currently shows 6 grenades at max, if there is more - it shows all 6 and a "+" sign. If there is too many kinds of grenades it will show like 1 grenade icon and plus sign. How it will be in campaign - it is about balancing stuff and making it interesting, so that is later.
That's a great idea! also it may also have a limit, that will be specified in the players, or characters, in level editor.
Eric Gurt wrote:10. There are more restrictions on who can and who can't access each of your specific map, image (surface textures and decorations) and audio (sound effects and songs) files. If you, for example, will make map as very private and will start multiplayer match on it - then connected players will only ever receive static parts of a map (no movables, no dynamic lights, no placements of any entity, no triggers, timers, regions, dynamic decorations) - just walls, static decorations, surface descriptions, environment, skins, images and audio files that are pre-loaded. There is also old open/closed source property of each map, but that mostly should prevent other users from seeing Level Editor objects - it does not mean that they can not be recreated though. Simply because if your game can see it - others can potentially see it too.
Option for showing Level Editor objects only for view but not for editing probably won't be too effective, thought that could be made too.
There is cooperative map editing, but once you shown Level Editor objects like this - other map designers can copy it pretty much. Not as easy, but with some tricks.
I don't know about this, but at least some people can suggest you what to do with it.
Good Luck eric! hopefully it will be well made, also thanks for replying!