Collect and Drop Blueprint Feedback
Feb 1, 2017 6:35:17 GMT 1
Ag, ᅚᅚ ᅚᅚᅚᅚᅚᅚ ᅚᅚᅚᅚᅚᅚ, and 2 more like this
Post by Jatsu on Feb 1, 2017 6:35:17 GMT 1
Couldn't find a general feedback post to attach to. Sorry.
So what's good?
+ It's editable. Really brings in the buildable aspect of being a blueprint.
+ It's logic integrated. Connecting different systems together is always nice to incorporate more of a builder's creativity.
+ No render chunks within the blueprint. Won't conflict negatively with lighting or shading.
+ Drawplane initial positions are decent. Convenient to get building right away.
+ The key rotates. Helps breathes life into it, distinguishing it from other objects.
+ Max. and min. limits accounted for. Nothing breaking is always good (the forced blue screen to delete an "empty" object is awkward though).
+ Large draw distance for object and arrow. Favorable for large-scale projects.
+ "Activate only once" option doesn't trigger the once-toggle bug. Hallelujah.
What's "meh"?
- Delivery notification only procs when "activate only once" setting in enabled.
- Reset logic (right click) doesn't reset the blueprint's state when "activate only once" setting is enabled. (Edit model does reset it, however.)
- Key doesn't rotate when held.
- While in a hovercar, swapping a pickup for key doesn't drop a usable pickup, like it does for the key. Weird interaction.
- Key object isn't collected when it spawns on top of the player. Alternatively, key doesn't work on lock if it's picked up within the lock object's range.
- Blueprint turns invisible with "activate only once" setting.
- Green connection line is difficult to see on most light colored materials (light grays, yellows, ice, etc.).
- Grid snap on key object is one tick off vertically when compared with blue grid outline of other blueprints.
Some bugs I'm sure you know about already:
x Pink cube/object appears in front of avatar on winning screen. (Appears correctly if it's held in a hovercar).
x In chat window, NullReferenceException: BlinkerBase.LateUpdate ()
x Drawplane and Materials hotkeys are disabled outside of "edit model" after a forced blue screen state.
So, yeah. Pretty good feature update overall. 4/5. Easily recognizable aesthetic. Brings something unique to games with progressive designs. Really was hoping for logic integration on both key and lock though. More settings too, but I get where you're coming from. Otherwise it does what it's made for. Good work, and thanks for the update.
So what's good?
+ It's editable. Really brings in the buildable aspect of being a blueprint.
+ It's logic integrated. Connecting different systems together is always nice to incorporate more of a builder's creativity.
+ No render chunks within the blueprint. Won't conflict negatively with lighting or shading.
+ Drawplane initial positions are decent. Convenient to get building right away.
+ The key rotates. Helps breathes life into it, distinguishing it from other objects.
+ Max. and min. limits accounted for. Nothing breaking is always good (the forced blue screen to delete an "empty" object is awkward though).
+ Large draw distance for object and arrow. Favorable for large-scale projects.
+ "Activate only once" option doesn't trigger the once-toggle bug. Hallelujah.
What's "meh"?
- Delivery notification only procs when "activate only once" setting in enabled.
- Reset logic (right click) doesn't reset the blueprint's state when "activate only once" setting is enabled. (Edit model does reset it, however.)
- Key doesn't rotate when held.
- While in a hovercar, swapping a pickup for key doesn't drop a usable pickup, like it does for the key. Weird interaction.
- Key object isn't collected when it spawns on top of the player. Alternatively, key doesn't work on lock if it's picked up within the lock object's range.
- Blueprint turns invisible with "activate only once" setting.
- Green connection line is difficult to see on most light colored materials (light grays, yellows, ice, etc.).
- Grid snap on key object is one tick off vertically when compared with blue grid outline of other blueprints.
Some bugs I'm sure you know about already:
x Pink cube/object appears in front of avatar on winning screen. (Appears correctly if it's held in a hovercar).
x In chat window, NullReferenceException: BlinkerBase.LateUpdate ()
x Drawplane and Materials hotkeys are disabled outside of "edit model" after a forced blue screen state.
So, yeah. Pretty good feature update overall. 4/5. Easily recognizable aesthetic. Brings something unique to games with progressive designs. Really was hoping for logic integration on both key and lock though. More settings too, but I get where you're coming from. Otherwise it does what it's made for. Good work, and thanks for the update.