Post by MrOzymandias on May 11, 2019 23:08:38 GMT 1
Gravity Box
A gravity box has a single input orb. It's powered on by default if not connected to anything.
Settings:
• Strength: A decimal value for gravitational acceleration, in units of m/s/s. Default: ~9.8 (...?)
• Axis: X, Y, or Z. Default: Y.
Examples:
• Axis = Y, Strength = 9.8: players will fall downward (toward -Y) at a rate of 9.8 m/s/s
• Axis = Y, Strength = -9.8: players will fall upward (toward +Y) at a rate of 9.8 m/s/s
• Axis = X, Strength = 9.8: players will fall westward (toward -X) at a rate of 9.8 m/s/s
• Axis = X, Strength = -9.8: players will fall eastward (toward +X) at a rate of 9.8 m/s/s
• Axis = Z, Strength = 9.8: players will fall southward (toward -Z) at a rate of 9.8 m/s/s
• Axis = Z, Strength = -9.8: players will fall northward (toward +Z) at a rate of 9.8 m/s/s
• Strength = 0: No gravity
If more than one gravity box is activated at once, gravity will revert to default settings until the conflict is resolved.
Rotation
Player, vehicle, and pickup models will rotate according to the direction of gravity (direction of fall). For example, if Axis = Y and Strength = -9.8, the avatar will be flipped upside down because of the flipped gravity. Note that the camera rotates with the avatar: to the player's perspective, he or she is still upright.
During a free fall, avatar or vehicle rotation may be controlled through movement of the camera. This crazy new feature applies to all gravity environments -- it allows for even funner skydiving situations. If a player lands the wrong way, it can be deadly.
Zero Gravity
At zero gravity, players and their vehicles will float and rotate freely (same as free fall rotation detailed above).
In zero gravity, the default orientation for a player, vehicle, or pickup that hasn't been spawned/activated is always positive Y (same as if Strength were positive and Axis were Y).
Players may achieve motion through use of pickups. They may blast nearby terrain with impulse guns (impulse jaunting) or bazookas (rocket jumping) to create thrust. They may utilize the kickback of guns like revolvers.
Players may move by using jetpacks to create thrust. Thanks to free rotation, this will be an interesting experience.
External forces like explosions, moving platforms, windmills, oculi, and enemy gunfire can create thrust.
Water
The water plane is more or less unaffected by gravity changes. However, the rate at which players sink or rise relies directly on gravity settings.
Imagine this:
There's a water plane with a vertical wall of terrain blocks cutting through it; the wall is in both air and water. The Axis is set to X or Z, and a spawnpoint is placed along the wall's surface. Players will literally be able to walk in and out of the water as if it were an intangible wall. (!!!!!!!) While submerged, players would be able to swim up or down the water at a rate dependent on the gravity's strength.
Now, what if the Axis were set to Y and the Strength were set to be negative? To players, the water is the sky! (WHAAAAAAAAAAAAAAAT!?!?!?) Imagine sinking through water to fall onto dry land!
A More Restrictive Approach
Free rotation and axis-specific gravity would obviously be awesome. But it could be hard to script. At the very least, builders should be able to do the following:
• Produce hyper gravity environments (greater-than-normal gravity)
• Produce weak gravity environments (weaker-than-normal gravity)
• Produce microgravity / zero-gravity environments (no gravity)
• Produce antigravity environments (negative gravity)
• Alter gravity over the course of a single game session through the use of multiple gravity boxes in tandem with other logic boxes
A gravity box has a single input orb. It's powered on by default if not connected to anything.
Settings:
• Strength: A decimal value for gravitational acceleration, in units of m/s/s. Default: ~9.8 (...?)
• Axis: X, Y, or Z. Default: Y.
Examples:
• Axis = Y, Strength = 9.8: players will fall downward (toward -Y) at a rate of 9.8 m/s/s
• Axis = Y, Strength = -9.8: players will fall upward (toward +Y) at a rate of 9.8 m/s/s
• Axis = X, Strength = 9.8: players will fall westward (toward -X) at a rate of 9.8 m/s/s
• Axis = X, Strength = -9.8: players will fall eastward (toward +X) at a rate of 9.8 m/s/s
• Axis = Z, Strength = 9.8: players will fall southward (toward -Z) at a rate of 9.8 m/s/s
• Axis = Z, Strength = -9.8: players will fall northward (toward +Z) at a rate of 9.8 m/s/s
• Strength = 0: No gravity
If more than one gravity box is activated at once, gravity will revert to default settings until the conflict is resolved.
Rotation
Player, vehicle, and pickup models will rotate according to the direction of gravity (direction of fall). For example, if Axis = Y and Strength = -9.8, the avatar will be flipped upside down because of the flipped gravity. Note that the camera rotates with the avatar: to the player's perspective, he or she is still upright.
During a free fall, avatar or vehicle rotation may be controlled through movement of the camera. This crazy new feature applies to all gravity environments -- it allows for even funner skydiving situations. If a player lands the wrong way, it can be deadly.
Zero Gravity
At zero gravity, players and their vehicles will float and rotate freely (same as free fall rotation detailed above).
In zero gravity, the default orientation for a player, vehicle, or pickup that hasn't been spawned/activated is always positive Y (same as if Strength were positive and Axis were Y).
Players may achieve motion through use of pickups. They may blast nearby terrain with impulse guns (impulse jaunting) or bazookas (rocket jumping) to create thrust. They may utilize the kickback of guns like revolvers.
Players may move by using jetpacks to create thrust. Thanks to free rotation, this will be an interesting experience.
External forces like explosions, moving platforms, windmills, oculi, and enemy gunfire can create thrust.
Water
The water plane is more or less unaffected by gravity changes. However, the rate at which players sink or rise relies directly on gravity settings.
Imagine this:
There's a water plane with a vertical wall of terrain blocks cutting through it; the wall is in both air and water. The Axis is set to X or Z, and a spawnpoint is placed along the wall's surface. Players will literally be able to walk in and out of the water as if it were an intangible wall. (!!!!!!!) While submerged, players would be able to swim up or down the water at a rate dependent on the gravity's strength.
Now, what if the Axis were set to Y and the Strength were set to be negative? To players, the water is the sky! (WHAAAAAAAAAAAAAAAT!?!?!?) Imagine sinking through water to fall onto dry land!
A More Restrictive Approach
Free rotation and axis-specific gravity would obviously be awesome. But it could be hard to script. At the very least, builders should be able to do the following:
• Produce hyper gravity environments (greater-than-normal gravity)
• Produce weak gravity environments (weaker-than-normal gravity)
• Produce microgravity / zero-gravity environments (no gravity)
• Produce antigravity environments (negative gravity)
• Alter gravity over the course of a single game session through the use of multiple gravity boxes in tandem with other logic boxes