This would involve rewriting much of the underlying code and implementing my own solutions for things like collision. I wouldn't even consider it if it weren't for this being a top down 2D game with only triggers and raycasts.
Set up the game manager to be instanced across different "machines".
Have entities inherit from SceneObject and put in a SceneWorld.
Come up with an interface system that's compatible with SceneCamera.
Reimplement Touch methods and properties for SceneObject.
Network using ClientRPCs that transmit only to who's nearby.
Using PhysicsBodies in a custom PhysicsWorld.
Here's the plan.
Actually finish the game first.
Start a new, very basic SceneWorld prototype.
Work with Carson to get it functioning on an arcade machine.
Gradually implement some amount of main game features into the arcade version.
This would involve rewriting much of the underlying code and implementing my own solutions for things like collision. I wouldn't even consider it if it weren't for this being a top down 2D game with only triggers and raycasts.
Here's the plan.
Here is a repo Carson has loaded as a module in his game Home, with arcade machines. https://github.com/carsonKompon/tetros-core