Pseudo-Barrier Concept

So I’m back with more questions in GKC, and this specific one is more interesting as if it is figured out, it allows placing nearly any shapes, and also allows a more diverse creations.

What can be used.
  • The speed modifier is very useful as it allows the player to not be able to move. But a Con of this use is that it is very hard to manipulate and requires many to change the speed constantly when hitting the pseudo-barrier.
  • The movement meter can also be implemented as it means you can use granters to insure the change of speed. But, a Con is that it can’t be detected when you move away from the barrier since you can’t move.
  • Player-Coordinate Device This allows the placement and tracking of where the player to Barrier connection is.
  • Property will also be very important asset as it allows meticulous and curving shapes to be tracked as using lists and using corner tracking for squares and rectangles.
  • Game overlay, simply, it can be used to track the distance between the Barrier and you. Con: when you place the Barrier down as it simply centres at the player from my preliminary which means it freezes you in place. From my other research about pseudo projectiles and pseudo gadgets, we can try to use a direction by monitoring your previous locations.
What has been figured out.

How to stop the player and how to place down the pseudo barrier.

What hasn’t been figured out.

How to make the player move after collision with barrier without moving through the barrier.

Yay :tada: I guess, second device topic.
Still new sighs in new

3 Likes

It’s for placing down like dynamic terrain, but much more efficient.

2 Likes

What if you just make barriers as thin as possible and make them be the edges of your shape that you want. There’s nothing pseudo you need to do.

4 Likes

I wanted to try to make them placeable and efficient to place.

1 Like

Like how much more efficient than that? How would you want this to be used?

1 Like

Like as a way to do some building in the game without using too much time on dynamic terrain.

1 Like

Dynamic terrain is the only efficient way to have the player choose how to place barriers in game.

3 Likes

Dynamic terrain and regular barriers is good enough
We don’t need to make pesudo barriers
Thats what dynamic terrain is for

?

WHO KEEPS REMOVING MY POSTS
This is annoying
I bet this ones gonna be taken down too
It did
Why?

1 Like

bro, it’s probably hostile, or off-topic. so yeah, don’t complain.
It got taken down for a reason, if you want to see the rules, check the community guidelines.

Okay, back to the topic.

I think this is an interesting concept, but it’s not worth the memory it uses. Sure, it’s indestructible, but regular barriers are too. I’m sorry, this could have been nice, but it just isn’t meaningful.
One thing that would be helpful is to crash out on Dig it Up, though.
Anyways, I have some ideas for this, like putting coordinates around the player that makes sure that if you go there, you respawn, or something, but again, it’s not worth the time, or the memory, when there’s clearly an alternative.
Ping me in a reply if you disagree, I’d love to go into detail, but for now, that’s all.
This isn’t meant to be rude, just my thoughts on this.
Peace.

2 Likes

This topic was automatically closed 3 hours after the last reply. New replies are no longer allowed.