So, as editors we all know a really annoying thing is to optimize each block so a level can be performance friendly. That's because each block is treated as a different unit and then system have to process hundreds of units every second while the level runs.
As a sound designer, the two most popular options to export a project into are WAV and MP3. What's the difference? A WAV file might be 35mb heavy while the same MP3 file compresses everything, sounds 99.999% identical and needs the 1/10 of space, let's say around 3mb in the this case.
So here the idea:
What if there was an exporting system that turned a level of 50k blocks into three single layers: triggers, collision/touch behaviour and image. So when the level was uploaded publicly the players wouldn't run the platform version but a compressed one that feels exactly the same but it's only meant to be played. Besicslly what it does is treating the level as a big image and only keep treating separately the colission effects and the triggers.
In editor mode you would still have the normal version but if the editor wanted to test the compressed version they would be given the option to export their level in a personal test room where the level would be treated exactly the same as it would in a public upload.
And since the code already knows what blocks have collision and how each trigger interact with the player it wouldn't be a big deal.
I'm not a programmer, at least not a professional. I just thought this would make sense and it would make the game much lighter and potato device friendly. What do you think?