Working on implementing the remaining feedback from the lost contact showcase at ATX GameMakers 3rd Annual Showcase and Arcade event from last week.
Thinking about how to implement wall transparency in lost contact, but it runs into a few problems. We would want to implement wall transparency by changing the shader that the brush script uses and then map that to a palette value, but this is not currently possible in the existing system. The following refactors would need to take place:
- Change brush to ask for what shader to use
- Change brush to introspect shader to decide what properties to show in the inspector
- Change brush to look up swatches by shader
- Change palette to communicate swatch changes to dependent brushes