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Showing results for tags 'editor'.
Full blown Blueprint Editor OK there will be trade able BPs (BP=Blueprint) we knew that already and we will be able to "print" them. And JC mentioned somewhere there will be a "testing" mode. However I think there is much more potential in a good BP ecosystem. Since it is very very very annoying to build only in first person view for some people. (Like me, an engineer who loves good CAD software) I'd rather a have good editor which allows me easy access to all voxels, elements and tools like a x-ray view or a quick access to the elements for scripting. Don't get me wrong here, the FP building is vital too and also needs love :-) A little example to demonstrate what I'm bitching about, building a big box: First person: Select box tool adjust size, look at your starting point click move physically around until your view and the box size matches what you want to accomplish, click again. (I acknowledge that first person is better for polish and details but that is it) Editor: Click and hold on the grid, move mouse for x/y size, scroll the mouse-wheel for z and stop holding the mouse button, done. DU is a game where we will be able to build fairly complex constructs so we need good tools to make that enjoyable. If you want a bad example how it's not done look at SE, building constructing stuff in the survival mode is painstaking annoying, you can't make fast iterations or changes of your creation to find something that works or/and looks good. (The actual building mechanic is rather enjoyable and hope DU will have something similar) So to make live easy a good editor is a must. But since we have so many aspects already and to avoid a sensory overload of its users only "one" editor won't cut it and several "modes" should be available. What the editor should support: Voxel mode Element mode Painting mode (Prefab and)Planning mode Simulation mode Voxel mode: Well all the tools to shape the voxels to your hearts content. It would be nice if the simple forms had handles for manipulation similar to those found in vector programs. Element mode: Designed for easy clean access to the parts list and friction free placing of the elements. Painting mode: Yes a dedicated mode just to bring out the artistic side in you. No seriously, I personally, I don't care much about the paint job but a lot of people will do. DU is going to be a very social experience it is in my opinion vital to give people the option to develop color schemes for their fleets. (Feature wish: the option to load SVG files as decals, allows to put logos and such on your ships :-) (Prefab and)Planning mode: This mode is for managing and adding the brains to your construct. It allows you to access all scripts/elements, setup limits/properties of the moving parts, define areas/spaces for a use case, setup the access rights, manage and create prefabs/templates for easy use later on and allows you to select a area to move it around(cut, copy and paste). Simulation mode: Well a mode to test all the stuff you just made to confirm that it works before you put all the resources and effort into building it only to discover it is a total failure. A live version of a BP of each individual construct should be contained in the core block so you can easily access it, make modifications or copy it for sale. Once you made changes to the "live version" and hit apply you only need to grab your building tools to disassemble/reassemble your construct without the need to constantly fiddle with your tool bar for the right parts. This mechanic would also allow contractors/friends to build your construct since they won't need access to the BP only to the building site.