But alpan has a point about the interface content I'd like to elaborate on:
alpan wrote:As much as I loved this update, I have to admit that out of all the updates so far, it was also the most opaque. It felt almost like awesome fan service, for those of us who have been following the dev logs daily, but I can imagine some distant backer watching the video and scratching his/her head about WTF is going on with the supposedly "great" interface (and all the data field names, et cetera) and how the AI apparently works. Not to mention complete outsiders.
Now I'm not sure if this is an actual concern -- it is after all a development update, the topics discussed are complicated and deep, and layman comprehension should not be a focus anyway. But I felt like airing the tiny voice just the same.
There is a mix of various data in the "deeper" nodes,
- Some obviously interesting to the player while doing things in space, such as the current contents of the cargo hold or the amount of remaining ammunition. Presumably somewhere under the "Inventory" node seen at 05:48 in the sub-nodes of "Ship". Edit: around 5:30 it is actually shown
Side note: Seeing the remaining ammo count may be urgent enough to justify bypassing the node-based UI and put it somewhere in the HUD.
- Some that might be interesting to the player while docked and planning things, such as the "Hardpoints" node. Because it tells you what free installation options you have on your ship for new toys .
- And finally some that are presumably only interesting to modders, such as "Pilotable" or "Explodable". I think we are seeing some object properties here that are meant only for the engine, not for direct interaction during gameplay.