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Post by DrVista on Jun 1, 2014 4:35:40 GMT 1
We should have a Tilt Model feature It makes you build easier
Although it is also a bad Idea to blueprints You know the Horizontalk and Vertical platform You know what I mean So I suggest adding a Tilt feature to models ONLY
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Post by swarm on Jun 1, 2014 14:08:41 GMT 1
I think me and jatsu have already talked about this way back.
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Post by Rubix on Jun 1, 2014 14:42:52 GMT 1
You could have just asked for a 3 dimensional rotate tool. :S
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Post by swarm on Jun 1, 2014 14:48:04 GMT 1
That is what I did in my post.
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Post by Jatsu on Jun 1, 2014 18:57:48 GMT 1
Actually, a complete rotation tool would allow full functionality of rotator blueprints and would remove the requirement of having two separate rotators. Picture a rotation on a plane. Now you're able to rotate this plane in such a way that the rotation can be on every primary axis. 90 degrees changes the axis it would lay on, and 180 degrees would change the orientation of the rotation (clockwise/counterclockwise). But that's not even the beauty of it - you would be able to have intermediary rotations that let a rotator exist on an XY plane, or a YZ plane or in between thereof. In full effect, a rotator tool would enable the need for only one rotator blueprint, and it would be pretty easy to maneuver around. In essence, a rotator tool would open many more doors of use for other things in Kogama, all because an element of the building editor was improved. Edit: Image for the spatially challenged...
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Post by swarm on Jun 1, 2014 21:25:51 GMT 1
That was the idea a posted once.
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Post by DrVista on Jun 3, 2014 14:24:42 GMT 1
Actually, a complete rotation tool would allow full functionality of rotator blueprints and would remove the requirement of having two separate rotators. Picture a rotation on a plane. Now you're able to rotate this plane in such a way that the rotation can be on every primary axis. 90 degrees changes the axis it would lay on, and 180 degrees would change the orientation of the rotation (clockwise/counterclockwise). But that's not even the beauty of it - you would be able to have intermediary rotations that let a rotator exist on an XY plane, or a YZ plane or in between thereof. In full effect, a rotator tool would enable the need for only one rotator blueprint, and it would be pretty easy to maneuver around. In essence, a rotator tool would open many more doors of use for other things in Kogama, all because an element of the building editor was improved. Edit: Image for the spatially challenged... In English?
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Post by Jatsu on Jun 3, 2014 20:12:28 GMT 1
You're half right. Yes, tilt (one aspect of rotation) would make it easier to build in more detailed ways.
But no, it would also be beneficial to blueprints as well. It would actually reduce the need for two separate rotator blueprints, and instead only need to require one. With a rotator tool, you can change both the direction and orientation of the rotator to fit any purpose.
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Post by swarm on Jun 24, 2014 1:46:37 GMT 1
Then that would cause issues, Unless you were to use the model/Cube you start with as your middle, As shown in the pictures jatsu posted earlier.
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Post by Jatsu on Jun 24, 2014 2:54:02 GMT 1
Issues like? ... More building features would improve more things than cause problems.
That's not to say implementing something like tilt and full rotation wouldn't change things in the game. Certain considerations would be required. For example, the selector tool UI would become really cluttered and difficult to use if it had to display all three translation movements and all three rotation gestures in one small image. For the sake of ease of use and intuition, translational movement and rotation would have to be split into two separate tools. Thus the interface of which players manipulate objects would change and have to be relearned how to use. So another key factor is the learning curve involved.
However, the learning curve can be minimized with simple yet functional UI. As already mentioned, splitting the UI into two separate tools would be imperative to show the distinction between translational movement and rotation. In this way the learning curve involved for both existing and new players is minimized in a way that it shouldn't take a ton of effort or a long tutorial to learn how to use properly. In fact, pretty much everything in Kogama is learned by trial and error, so existing players should have no problem getting used to new UI either.
So the final issue that concerns players is ease of access. There would most definitely be a tool icon displayed on the edit mode overlay. Also, it's probable that switching between the tools will be bound to a key in order to enable quick switching between tools. Rebound keys might take some getting used to for some players, if they are changed at all.
But all I am talking about right now is the surface of the game. And that's really what any of you care about anyway - basically how the game looks and what the game does. So I'm not going talk about what would be required for the programming of this tool (although there are library classes and functions that easily handle 3D manipulation). Therefore I'll just make a TL;DR and stop writing.
TL;DR: Tilt and rotation would change how the editor works and the learning curve to building, but would improve creative freedom in edit mode.
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