A 2D platformer-style world with lots of exploration, etc.
Describe the problem or limitation you are having in your project
Any light occluder blocks all light, making everything pitch black behind it. Mainly I'm having this problem with tilesets, for example I'd like to add the ability to have translucent glass tiles.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Adding this feature would:
Allow for more flexible 2D world and environment setups
It adds even more customization options
More customization options mean the possibility of more detailed games/worlds.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Not exactly sure how this would be implemented, as I do not know how the backend shadow calculation works. I assume this would be possible though, as shadow functionality already exists. Maybe the negative area of shadows can be replaced with a softer/dimmer/gradient of the light before it passes through.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No this can not be worked around, as I did research I am pretty sure this is not possible in current Godot.
Is there a reason why this should be core and not an add-on in the asset library?
This will improve the usability and customization of lighting, as occluders seem to have a pretty basic and non-customizable function.
Describe the project you are working on
A 2D platformer-style world with lots of exploration, etc.
Describe the problem or limitation you are having in your project
Any light occluder blocks all light, making everything pitch black behind it. Mainly I'm having this problem with tilesets, for example I'd like to add the ability to have translucent glass tiles.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Adding this feature would:
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Not exactly sure how this would be implemented, as I do not know how the backend shadow calculation works. I assume this would be possible though, as shadow functionality already exists. Maybe the negative area of shadows can be replaced with a softer/dimmer/gradient of the light before it passes through.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No this can not be worked around, as I did research I am pretty sure this is not possible in current Godot.
Is there a reason why this should be core and not an add-on in the asset library?
This will improve the usability and customization of lighting, as occluders seem to have a pretty basic and non-customizable function.