#redo shuttle control console and cloning console ui
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how would you handle shuttle control console? If it opened in the middle of the screen, that would be annoying
maybe it could replace the player interface while you are sitting?
I think the cloning console could be moved to the pop out. But I agree with Gilles that having shuttle controls being in the middle and having to drag it around would be very annoying. Having it in the top right allows you to still see where you are flying clearly
Yeah I thought about that too
I’m sure there can some kind of work around or something maybe
Having a better radar system for one would help cause some ships too it’s really hard to see around you
i was going to post something about ui windows and maybe bringing them under more of a standard. there are aspects of the 'docked' boxes in the corner i like a lot
ss14 has more of a 'static repositionable windows' thing for containers and stuff which is a little clunky but a decent implementation
i think ui elements for machines and stuff, even if floating windows, should tend to pop up in a corner moreso than on top of the middle of the screen, particularly when they're kinda big
some windows you don't want to 'lose' if you move a couple tiles away for a sec, others you probably want to auto-close for quality of life (like vending machines)
iow, i think this goes rather deep into game ui design philosophy
if shuttle piloting popup is movable, something that obstructs as little screen as possible is desirable--but i'd go with the docked form for that and probably several other machine types
you've also got the RCS player movement lock-in with the shuttle piloting
i could also imagine a shuttle piloting interface that requires a free hand(s) and makes use of virtual items in hand/takes over the held items ui with a small shuttle piloting console docked to the bottom center of the screen (if there's anything that deserves special treatment, it's shuttle piloting)
maybe a first step would be to harmonize the interfaces by making ui popups dockable to corners/edges and making the stuff currently in that upper corner docked by default but movable like new ui windows have been for a while
the ui of buttons along the top of the viewport and stuff are a weakness of byond ss13 imo
it's not 2000 anymore--screens are wide and there is enormous unused real estate to the left and right in terms of this game
also a gameplay issue for discussion, but possibly move notes into the PDA
i dont really like the ones that are in the corner i think the ones that pop out and are larger are more "immersive" or whatever
which would make it 'diegetic'
well where on your screen do you want them to pop up?
i'd config mine to corner
if they're floating/dockable, we can both have our preference
i think having it show up at the bottom perhaps? replacing some of the bottom ui elements? so it also kinda looks like you are looking at the computer screen but can also look up from it
i think it would make most sense and it could be done where it doesn't take up too much space
the worn inventory must be exorcised
it's been like 2 years and i still think it's worse than byond's layout. the shoes are at the top, the headwear is at the bottom, and it sticks up into the player's view area totally unnecessarily
BEAT IT WITH A MALLET
oh idk i always thought that part was fine
why is it 2 columns and tall enough to cover objects on your screen instead of 3 columns and slightly shorter
idk i doubt theres much of a reason
taking up valuable real estate near the center of the screen when it could instead grow toward the bottom-left which is totally unused
well you can close it you know?
well open it when you want that and close it when you dont
why make a player take extra steps to remove an obstruction to their view that doesn't need to be there in the first place?
'i urinated on your car but it's ok cause you can clean it off'
esp. cause my character tends to smoke so i'm always putting cigs in my mouth
ig there's the E key but you get the point
being able to slide the worn inventory off to the left a little bit would completely solve the problem
though the layout is still less logical than the old one
old one corresponded to position on the body roughly
i dont know i dont think its that big of a deal to click to open it but idk
new one is just straight up random i-don't-know-what-they-were-thinking
it's not a big deal. it's a small deal
i personally just like big pop up ui boxes in general
a lot of small deals add up to a big deal, though
in terms of the quality of a game
i like good-looking popup boxes :)
and RESPONSIVE UIs
milliseconds count
i might work on more ui mockups later i like ui
Everyone knows how long one second is, but what about a nanosecond?
a radar/tilemap window has a lot of uses. for visibility, a few tweaks to tiles should be sufficient to fix most of the problems in that area (mostly to do with shuttle wall aesthetics vs. functional FoV
at least, for range of vision if not visibility distance
i mean the one ss14 has is really nice and the system could probably be used to make a station map or something as well
i guess i'll throw out another somewhat longshot idea i had--since the player is already locked-in while RCSing, what about making locking player movement a general function of using a shuttle piloting console?
to use a shuttle console, you have to be standing directly in front of it. interacting with it shows a progress bar (about 200-400ms, pretty fast) after which that character has his/her hands on the shuttle controls and is hunkered over them, giving them exclusive control over the shuttle console until they get up from it or are pulled/jarred away
now you can overlay a minimal, transleucent ui or whatnot--maybe just a joystick icon with a couple buttons
but fully incorporate WASD movement into shuttle piloting in a satisfying way
e.g. take out the RCS toggle, let WASD fire RCS engines at all times, turn with the mouse using the joystick ui, and hold shift to pull on the throttle, like the gas pedal on a car
so you could RCS laterally while throttling/accelerating/decelerating to 'slide' port or starboard
or curve your turns
ss14 uses a free-rotation method right?
i tried building a shuttle but the camera movement made it insanely dumb
the world spins when you hop off a matrix
or whatever they call theirs
ss14 just does too many eyeroll things i'd expect kids who don't know how to respect the form to do
us13 does too at times but... cleanest dirty shirt ig :D
Also make the shuttle movement have almost no drag
I mean have it so if you fire your engines one way it keeps going at that speed until you correct the movement
ctrl/shift could be 'slow forward' and full throttle
oic
actual space inertial physics
Also make it take up fuel fast
yeah, that would work well with being able to RCS dynamically
and add engines other then plasma
Changing the movement when you get shot at would also be cool
For example if you detonate a bomb behind you it pushes you.
if you had those inertial physics, you could actually get rid of the throttle altogether
and just alter the RCS values to make forward propulsion more powerful than the other directions
Making the the top left or right the radar
you'd have to implement an arbitrary speed cap for the shuttle tho
to prevent acceleration to infinity
No
You would have to make certain fuel only go so fast
that means the same thing
Yes but no a top cap
or ig you can fix the horrendous rubberbanding when ppl accelerate the shuttle past a certain speed
also might feel weird to hit the limit if it's flat rather than shaped
Having no total limit would be funny
Imagine someone going the speed of light
Then crashing into the station
i dare not imagine having a reimplementation of ss13 so well built it could do that
It would be like cubin pete
would have the luxury of being able to do that
also if you want to warp drive telefrag a station, you gotta have a good collision damage system in place that will scale up with it
to make it Worth
wonders if he's gonna have to learn c# to try to proof of concept some shit...
Bod had some kind of a plan for changing the flight system
try My Plan! Good Plan! Strong Plan! #1088131152763686912 message
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you play FTL?
FTL is an inspiration for how i imagine us13 space battles could be
i dont think unitystation is gonna be like that at all
maybe in the future thats should that would be added in custom servers
It wont be that way gameplay wise