Issue Tracker
Created: 1776309092 Priority: B Status: to-do Description: In the Glowstick world, it is not immediately easy to use rooms and space as a method of editing parts. This is because although parts can contain a large number of subparts (especially when considering the ecosystem part which contains all others), having to scale the parent part to be larger than the subpart goes against the design of the part: individual parts should all feel equal in nature and scale, despite their constituents. To resolve this, the system will take inspiration from the TARDIS (Time and Relative Dimension in Space) from Doctor Who. In other words, parts will be bigger on the inside. Each part will have the same footprint - representing perhaps 3 meters along each side. In the isometric view, the pixel art for each part will fit neatly inside a 64px by 64px square. For reference, the player's avatar is contained in a 16px by 32px sprite. It will be possible for the player to walk inside any given part. Once inside, they will transition to a bigger space representing the inside of the part. This larger space can itself contain parts which can themselves be entered and explored. Parts can be exactly the size they need to be to comfortably present an explorable level that is completely dedicated to the part itself, rather than having the size be locked to some fixed size for every part. This could involve implementing a walkable for every single part, including the framework's own parts. Potentially, a separation can be established between a project's parts and the framework's parts. As a first pass - and because the Glowstick game is part of the Demo Ecosystem and not the framework - it might make sense to only flesh out the walkables for the Demo Ecosystem. Affected Parts: glowstick.click, world.glowstick.click, walkable.abstract.parts Linked Issues: None