Flatfingers wrote: ↑Fri Jan 19, 2018 12:51 am
If I could ask a question, it would be to inquire whether you or Josh or Adam were able to connect with some of the other game developers there. I saw a few photos on Twitter, but wasn't sure if you'd had time/opportunity to say hi to some other devs. One of the great benefits of PAX (for indie devs) is the chance to network; I hope there was some time for that.
We did indeed! Somebody who worked on Freelancer actually stopped by!!!!! And I definitely met a couple of cool devs, although I can't speak for Josh and Adam
jarl wrote: ↑Fri Jan 19, 2018 3:43 am
The sliders are there to demonstrate the range of the ship gen algorithms I would guess in the game those numbers will be generated based on seed values taken from the race/civ/corp that they belong too.
It IS titled 'Slider Theory', guys. ugh.
JUST KIDDING.
+1 to this answer.
Firstly, you'll never *have* to use the ship customizer to make ships. Unless you're extremely picky, the ship generation algorithms generate good-looking ships by default.
Secondly, the FULL ship customizer will be much more powerful than this. As per Josh's promises, you'll be able to size and place ship parts individually, which means fewer sliders and more mouse control. I agree that the demo ship customizer was not optimal in terms of UI/UX, so definitely don't take it as the definitive system- take it as an example of the potential power of ship customization.
Ship Inspiration Pinterest!! (send me stuff)
"You’ve got to work on something dangerous. You have to work on something that makes you uncertain. Something that makes you doubt yourself... because it stimulates you to do things you haven’t done before. The whole thing is if you know where you’re going, you’ve gone, as the poet says. And that’s death."
- Stephen Sondheim