Some users may use filtering but not have the "clean transparent"
filter enabled in the Minetest engine config. Bake this filter
into all images to (1) avoid the consequences of this (i.e. black
halos), and (2) possibly speed up startup time (the filter will
converge immediately).
Handle single player as a special case and use the
default, un-colorized skin. This should also make
it easier for people to change the SP skin without
having to interact with the colorization system.
Colorize player clothes based on a hash of player
name. This should make it easier to distinguish
players from each other even when you can't see
their names, by remembering clothing colors.
Unfortunately there's no good way currently to
prevent some ugly color combinations, which may
risk incentivizing players to mess with their name
until they get a combination they like, creating a
bunch of junk accounts. Making colors never
clash (i.e. always matching or complementary
hues) would reduce the variation in colorations,
causing more player color collisions.
Finding a way to ensure colors are "pretty" but
still having enough variation to give each player
name a unique color scheme would be ideal. Also
there's room for more variations, e.g. adding some
stripes, patterns, emblems, etc. that can be
colorized separately, ideally something visible
from every angle.
- Healing rate is always the same, regardless of environment.
- Remove visible damage from player.
Lasting injury has just never really been a major gameplay
factor, and making players wait to heal under certain
circumstances did not feel like it made gameplay "better" in
any way.
Now, if you get hurt, you drop your stuff, and have to wait a
MINIMAL amount of time before you can pick it up again.
Similarly, with visible inventory, the damage textures are
redundant, and with the gameplay importance of injury being
so diminished, they were visual overkill.
- Textures derived from old player sprites. Not 100% sure UV
mapping is right, but it looks good enough in singleplayer.
- Certain basic privs, i.e. shout/interact, are displayed on the
player model via adding/removing elements.
- Battle damage shown on player model.