Re: Earwax

@19
I used to think like that.  I even had ideas on better tile editors.  But I think that the piece that's missing proves to be sight, in the end.

@20
I'm speaking in a programming language agnostic manner, though it is much easier to come  up with something usable if you have operator overloading in my opinion.

@21
I can't use Python.  I'm also not saying you shouldn't.  My plan was to prototype this in Python, then write a better version using Lua for the MMO.  If you're going to run something multiplayer, you can't use Python because Python can't be sandboxed, which means that you had better 100% trust all your builders not to do anything malicious, and that's just not realistic in practice.  But it's easy to prototype in Python, and if you're not going to be doing an MMO where builders upload directly then it's fine.

I don't know what you want from ambiances.  When I hear ambiance, I think music or background wildlife soundtrack that's just a stereo file. If you want to specifically place them you could do that, but in practice even fixed ambiances are going to need things like occlusion if they're not always just going to suggest an open passage, and somehow you have to get from the mono, panned version to the stereo version when the player enters the area.

I'm not sure that this raises the entrypoint.  In practice, people who don't know how to code can treat it like a data file and just ignore all the coding features that are available to them.  I think that the other open questions with doing something like this are more important than that.

Regardless of whoever tries it first, my interest at the moment is finding out if it's workable.  I expect that there'll be some sort of prototype V1 that determines that and then gets left behind, and a better V2 that people actually like using.

I'll leave packaging decisions up to you.

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