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Z Elevation real-time collision scale

I really like this new update and I had a bunch of ideas for past month that I wanted to make with this new feature, however while play-testing this new feature, I found out that the collisions are as if the Z elevation was on 0. (In other words, no matter what object the Z elevation is at, the collision for that object is always on 0)

Suggestion: The collision sizes and position should match how the object is viewed instead of being stuck as if it's on 0, even though the object is not.

Reason: I want to create 3D platform puzzle games where the objects change in Z elevation and affect the collisions, as the current state of Z elevation, it's nothing but used just for visual effects when it has the potential to provide more gameplay mechanics.

  • Guest
  • Jan 7 2019
  • Declined
  • Jan 14, 2019

    Admin Response

    Our goal is to keep the logic of Construct games in 2D. This means all the gameplay - and collisions - still work in 2D, even if some objects can be raised or lowered on the Z axis using the Z elevation feature. Since allowing 2D collisions taking in to account perspective is an unusual feature that doesn't seem to have any useful real-world applications, we don't intend to support that.

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  • Admin
    Ashley Gullen commented
    11 Jan 16:28

    I don't understand why this is useful. You're using 3D perspective to detect collisions? Why? The object's positions have nothing to do with each other, and they only appear to be overlapping due to the perspective and their position in the viewport - why would you want to detect this case?

  • Admin
    Ashley Gullen commented
    11 Jan 16:30

    Another way of putting this is that it could cause objects to be both colliding and not colliding, depending on the scroll position. So you could scroll a bit and even if the two objects don't move at all, they suddenly count as colliding. This doesn't sound like something useful - it actually sounds more like a bug!

  • Guest commented
    11 Jan 16:39

    I was thinking about the collision problems too, but maybe there's a workaround for the example I want to give.

    The example of when this could be used is that you could have clouds moving in a general direction at different speeds, the clouds would look amazing with the Z elevation but the whole platformer game would fail because the player would look like they're jumping on invisible blocks of the map while the clouds are shown elsewhere on the screen.

  • Guest commented
    11 Jan 17:05

    But yeah... if you think it's pointless and/or you can do workarounds then by all means, please just delete this idea. Thank you for your time and support to this great engine.

  • Admin
    Ashley Gullen commented
    12 Jan 22:05

    The cloud example would still look wrong, because you'd have a player at Z=0 interacting with objects at different Z elevations, which normally would be an impossible situation.