Initial Feedback on the ship designer

I thought I’d write up my initial feedback on the ship designer and post it before reading anything else here as I don’t want to be biased by other people’s opinions at this stage. Sorry if this sounds harsh, I love the ship designer but think there is room for improvement.

Bugs:

(1)  Animation, when setting parts to rotate with oscillate rather than complete rotation they seemed sometimes to be translated away from the main body e.g. moved away in front of the ships main body before starting to rotate.

(2)  When clicking between Tabs to position pieces e.g. Rotate, translate and offset the widget vanishes and I have to reselect the piece to get it back it’s almost like it has my pointer position wrong and thinks I’m clicking on blank space.

Things I like:

(1)  Being able to offset parts is a good design tool which helps also to compensate for issues with hard points (see my later suggestions).

(2)  Being able to scale parts along different axis rather than just proportional scaling.

(3)  The symmetry options are very useful.

(4)  Options to group or ungroup though I haven’t tried them.

(5)  Some of the options that are hinted at but not implemented yet like particle effects.

Things I don’t like and Suggestions:

Two big things here the UI and the Hard point system, then a few minor niggles; let’s talk UI first:

The controls used to rotate, scale and offset pieces aren’t very good just like in GC2 they are hard to use accurately, also in this case they are rather small and the default snaps and steps large particularly for rotation.I think you should look to implement context sensitive widgets that show attached to the piece and keyboard short cuts in a similar way to 3D modelling programs. Look at their UI’s for inspiration.

The animation controls are a little awkward too, how about letting me setup an oscillation along an axis by rotating or translating the piece to the start and end positions and then clicking a button to mark those Key positions.

Also snap to sizes except for rotation should be adjusted to suite different sized ships, depending on what I’m designing it should be proportional.

Lastly scaling of parts; if I’m creating a tiny hull and choose to add a large ship part can the system please automatically scale it down to a reasonable size for a tiny ship when I select it please. I almost always have to start by scaling down the massive part that swamps the ship I’ve been designing.

Hard points, why are these needed they are fiddly to hit sometimes when trying to place a piece particularly in models with lots of over lapping parts, I like that you now have the option to change their density though if you must have them. Why not simply have a 3D grid with 0,0,0 at its centre clearly marked and let people freely arrange parts on it  (while keeping snap to grid concept with an adjustable snap)?

I guess what I’m asking is are hard points actually needed at all or are they a legacy of how the GC2 ship designer evolved from a system originally designed just to let people attach a limited amount of components to a predesigned hull? If so it may be time for you to rethink. This would also do away with needing a starter piece for the hull, which I find often just gets in the way of the design think GC2 had an invisible cube if I remember correctly.

Texturing, I know there might be some stuff here we haven’t seen yet but how about supporting retexturing of parts with imported textures, and how about even having a procedural texturing options allowing for users to adjust properties of some defined procedural textures?

16,682 views 8 replies
Reply #1 Top

I couldn't locate where to rotate the ship, it appears to be disabled which made it hard to see (don't see a reason for this to be disabled at the moment but, I'm sure there is a reason.) if I snapped to the correct spot, I couldn't get the symmetry option to work for me but, then I didn't mess with it too much.  (I'm sure if I watch the video they may cover this.)

Hard points are hard to snap too, as stated it would be nice if they were numbered somehow and you could lock it in that way, either by a 3d grid x,y,z or by a simple numbering system on each piece.

Reply #2 Top

As far as I can see hardpoints are probably just a relic of how the ship designer can about according to the recent pod cast I listened to origionally it was just allowing you to place active moduals like weapons and engines on a hull, when someone thought it looked cool mounting a hull on a hull and the ship designer was born.

My question to star dock why have hardpoints anymore at all they just restrict design freedom and are fiddley making the designer harder to use.

why can't I just place parts as I please especially now you have grouping options. 

Reply #3 Top

Quoting econundrum1, reply 2

As far as I can see hardpoints are probably just a relic of how the ship designer can about according to the recent pod cast I listened to origionally it was just allowing you to place active moduals like weapons and engines on a hull, when someone thought it looked cool mounting a hull on a hull and the ship designer was born.

My question to star dock why have hardpoints anymore at all they just restrict design freedom and are fiddley making the designer harder to use.

why can't I just place parts as I please especially now you have grouping options. 
End of econundrum1's quote

Ah, you want something like Spore then? Spore did the designers very well.

Reply #4 Top

I addressed some of these issues in a post on another thread, pleas check it out. 

https://forums.galciv3.com/454019/page/1/#3465008

The reason we have hard points is so people can quickly design ships, as noted this is currently not working well, and is getting fixed, however getting rid of them entirely would make it difficult for players to quickly design a ship that look purposeful.  

We however do want players to be able to go crazy, which is why we let players move parts, which will get even easier once the Gizoms are in.  

Pro tip:
Holding Shift it will snap a part to the Origin of of the ship, if you hold Control you can drop a part anywhere in the scene, and ignore the hardpoints.

Reply #5 Top

Thanks I'll read that other thread and see how you plan to fix hard points because at the moment they do seem to make it harder rather than easier. Great to here though that there is a way to ignore them and to snap something to the origin that makes it much easier to build the sort of ships I have in mind.

Reply #6 Top

Can I request you add a toggle button rather than just pressing contol, so I can use the editor in a hardpoint ignoring mode that maybe also doesn't show the hardpoints.

A sort of toggle hardpoint on/off button, I know there are issues with them at the moment from reading the other thread, I'm just not sure that even where they working they would make it easier to design the sort of ships I'd like too.

By the way are there any other keyboard tips or shortcuts you could publish. Also please that you are giving the ship designer UI a bit of an overhaul.

Thanks

 

Reply #7 Top

We will have the ability to toggle hardpoints on or off regardless.

Reply #8 Top

Great to hear that you will have a toggle for hardpoints, also now I've seen part of the stream also pleased to hear you already planned to have  3D gizmos or widgets as I've called them.

Generally I'm very excited about the ship designer loved it in GC2, but I'm probably going to be one of those people who is a pain always asking for you to add to the scope ^_^ so Ill apoligise now for getting carried away.