12-04-2017, 02:58 PM
(This post was last modified: 12-04-2017, 03:00 PM by Nnystyxx. Edited 1 time in total.)
My idea was never to have a shitload of individual color-chems; chem was just the most elegant way I could think of, which, since I'm not a coder, I can't think of a lot of elegant ways. Moreso I wanted to sort of stopgap the feature in a simplest form and maybe find ways to tweak it later, if at all, in order to add more colors.
My idea with dye was to make ontouch painting reactions much less easy to just shit out en masse and, in turn, just as easy to fix with acetone/space cleaner/water smoke/foam. Relative ease in either direction makes a problem createable but not unsolveable
Getting paint cans to behave somewhat like beakers would be nice, if only for mechanical consistency's sake.
My idea with dye was to make ontouch painting reactions much less easy to just shit out en masse and, in turn, just as easy to fix with acetone/space cleaner/water smoke/foam. Relative ease in either direction makes a problem createable but not unsolveable
Getting paint cans to behave somewhat like beakers would be nice, if only for mechanical consistency's sake.
(12-04-2017, 08:01 AM)Frank_Stein Wrote:I'd also definitely like a bit more spaceman agency over the colors of little random objects like mugs and crayons. Making those with pigment/dye seems like a fun way to do gimmicks or just kit yourself out in a way you like. (You could run a gift shop!)(12-04-2017, 05:13 AM)Sundance Wrote: [quote='Mordent']
(werds)
Yeah, I think this about defines exactly how the system would work in the frameworks already provided.
The farming method puts a resource limitation on paint/dye production, giving it a built in cool down
I also feel like this creates some room for further ideas, like print making, custom pens, pencils, crayons etc
It's an idea I really like and think adds value