I'm wondering if the idea of foreground blocks had been requested or considered? I don't mean foreground in the sense of the plane your character is standing, but the plane just in front of that. For example, the ability to place a glass block so that as you move passed it, it appears that there is a pane of glass in between the player and their character. This would allow us to better create the sense of a 3D environment. I'm not sure if I should have posted this on this forum or the mechanics, so I apologize if this is in the wrong spot.
That's a really interesting concept, and I would love to see it. That is assuming that it's not too much of a hassle for the devs to code.
Yeah, that was my thought exactly. It seems like it shouldn't be too difficult, adding a layer with properties equivalent to the background layer's, but I'm not a programmer so I am probably way off. I was building a Millennium Falcon and realized that ability would be very useful for aesthetics. Here's the Millennium Falcon I was working on http://steamcommunity.com/sharedfiles/filedetails/?id=227488960
Depends on the way the game renders stuff. I like the idea but I have no idea how they have it running. Would be useful for hiding traps, doors, chests and such.
This could be very cool. At least some foreground furniture (like those shelves of chemicals and such).
I truly don't think this would work. It's a nice idea, but then it would mess with the controls (probably having to use the mouse wheel [M3] to place them ) We are already using both Mouse buttons for placing, so this would be a hassle. Also, I don't think that the Devs are looking for the game to be like this, with 3 different planes you can place in.
yeah i had posted a few days ago about making faux glass for the sense of making background buildings and the reason i never brought this up is that i assume they would have to change too much of the coding for it but i do love the idea
Well, funny enough, I know a couple of people who have a trackball-mouse. They usually use the numbers at the top of the keyboard to change between slots. This would give them a disadvantage, and they might not be able to buy one with a mouse wheel.
They could use Shift+Alt+M1, that's is pretty natural, and doesn't require you to reposition your hands.
That would be awesome, but I'm not sure what would happen with the entire universe and things (Maybe a wipe?), and how would you mine them? It might be pretty hard to code as well. Nice concept!
This is a huge point that I have yet to touch upon. Then, to mine it and thus letting you see, you would need to Alt + Mine (M1). This would also change the WHOLE system, and possibly game. I mean, like, if you had a feature that works with ALL blocks, it will HAPPEN with ALL blocks, including underground and in dungeons. They allow you to put glass in the background to give you a sense of being inside an area, looking out.
Just like in the Adobe Creative Suite, Shift does one thing, but the key multiplier Shift+Alt does a different task, it doesn't just modify what Shift does. I personally don't see button mapping as a valid issue when discussing whether this can be implemented or not. Coding on the other hand is a very valid concern. I see the issue with randomly generating blocks and having 2 layers of materials to mine in order to see where you're going when underground. Mining them I don't see as an issue either, if Shift+Alt+M1 places them, Shift+Alt+M2 could be used to mine them. Again, button mapping is not an issue, developers would find at least a somewhat functional default, and with key rebinding players could change it as they like.
Those controls would be quite annoying and would make most people not even want to use them at all. Also, it would be mining with a tool, so you would just Alt + M1. Also, since Shift is already used with all placing and breaking, that would do the same as with other: place one or break one.
I've thought of this too, with some sort of forward paralax effect, but I think it would end up being distracting more than anything else. Not that it will ever happen for this version of the game, but a 3D/2.5D sidescrolling world would be a better upgrade to my liking. Though, the game is already choppier than ever in 2D with this recent update, so, maybe that can wait for a completely different game or sequel
I think it could be really cool in limited use, like having an extra forward paralax layer for the leaves in the various procedural trees, making them pop out a bit better, and coming down with the rest of the tree when you cut it. Doors/doorjambs could also benefit from a foreground paralax layer, making it loo more like you're walking through a door.