- Joined
- Aug 23, 2016
- Messages
- 758
- Reaction score
- 129
I would say (others may disagree) that building/designing is the core, the base of this entire game.
The devs are to be commended on the building/designing controls they've created: they started from scratch, and achieved a functional result. I'm certain it wasn't easy, and took a huge amount of work. I'm grateful for what's there, and I don't regret buying this game.
I have to say though, that for me, the result just isn't good enough. The reason is speed, or lack of it. Build controls are clumsy and very basic, and as a result very, very slow to build with.
I estimate (and this isn't a random exaggerated number picked out of thin air, it's the most accurate estimate I can make) that building a 3D model of a ship in SM (which is what actually happens) takes me approximately 100 times longer than it would take me to model in other modelling/drawing/engineering software. Honestly, what takes 50 hours in SM I can do in about half an hour with other software.
I model ships with other software at my job, the only significant difference in process/method is that these models aren't played with inside SM afterwards.
What should have happened, and what needs to happen, is that the devs need to look at and be familiar with real life modelling software (or go and find a dev to employ who is) and "steal" the best bits of it for SM. Some well known examples might be AutoCAD, SolidWorks, Rhino3D, etc...
I don't expect or even want SM to be as fully mature and powerful as these other pieces of software, but it should have the main capabilities of actual modelling software.
I don't intend that people should be able to spit out large ships at a ridiculous rate, but I definitely don't think the controls we use should be the limiting factor. (It should be resources, or shipyard capacity, or something else)
Some SM players are time-rich (teenagers between semesters for example) and aren't terribly affected by this. I'm extremely time poor, and although I can think of many exciting things I'd LOVE to do and try in this game, I can't, because building just takes too long (because the building controls are horrible).
Perhaps teenagers with spare time are 99% of the target market for SM, I wouldn't know. But if people like me are a significant part of that target market, then something needs to change. I have many, many extremely positive things to say about this game, but I wouldn't actually recommend that my friends (also time poor) actually buy it.
I'm giving up on my current build, because I haven't had time to touch it for weeks. If anyone is interested in using it to create something, feel free: Osteo Shuttle (It's not actually a shuttle, it's 180m long)
I'm not leaving Starmade - it's an incredible game with amazing potential - but my designs from now on will be relatively simple (few surfaces and details) and will be modelled in external software then imported in with some of the conversion software people have made. It's very disappointing for me to limit myself like this, but it's the only feasible way for me to continue.
tl;dr : Build design controls are functional but clumsy and SLOW. Use real life popular modelling software as guide for what controls should be.
For the record (I want my criticism to be constructive), the basic modelling functions I'd recommend, approximately from most important to least (but everything in this list is important!) are:
The devs are to be commended on the building/designing controls they've created: they started from scratch, and achieved a functional result. I'm certain it wasn't easy, and took a huge amount of work. I'm grateful for what's there, and I don't regret buying this game.
I have to say though, that for me, the result just isn't good enough. The reason is speed, or lack of it. Build controls are clumsy and very basic, and as a result very, very slow to build with.
I estimate (and this isn't a random exaggerated number picked out of thin air, it's the most accurate estimate I can make) that building a 3D model of a ship in SM (which is what actually happens) takes me approximately 100 times longer than it would take me to model in other modelling/drawing/engineering software. Honestly, what takes 50 hours in SM I can do in about half an hour with other software.
I model ships with other software at my job, the only significant difference in process/method is that these models aren't played with inside SM afterwards.
What should have happened, and what needs to happen, is that the devs need to look at and be familiar with real life modelling software (or go and find a dev to employ who is) and "steal" the best bits of it for SM. Some well known examples might be AutoCAD, SolidWorks, Rhino3D, etc...
I don't expect or even want SM to be as fully mature and powerful as these other pieces of software, but it should have the main capabilities of actual modelling software.
I don't intend that people should be able to spit out large ships at a ridiculous rate, but I definitely don't think the controls we use should be the limiting factor. (It should be resources, or shipyard capacity, or something else)
Some SM players are time-rich (teenagers between semesters for example) and aren't terribly affected by this. I'm extremely time poor, and although I can think of many exciting things I'd LOVE to do and try in this game, I can't, because building just takes too long (because the building controls are horrible).
Perhaps teenagers with spare time are 99% of the target market for SM, I wouldn't know. But if people like me are a significant part of that target market, then something needs to change. I have many, many extremely positive things to say about this game, but I wouldn't actually recommend that my friends (also time poor) actually buy it.
I'm giving up on my current build, because I haven't had time to touch it for weeks. If anyone is interested in using it to create something, feel free: Osteo Shuttle (It's not actually a shuttle, it's 180m long)
I'm not leaving Starmade - it's an incredible game with amazing potential - but my designs from now on will be relatively simple (few surfaces and details) and will be modelled in external software then imported in with some of the conversion software people have made. It's very disappointing for me to limit myself like this, but it's the only feasible way for me to continue.
tl;dr : Build design controls are functional but clumsy and SLOW. Use real life popular modelling software as guide for what controls should be.
For the record (I want my criticism to be constructive), the basic modelling functions I'd recommend, approximately from most important to least (but everything in this list is important!) are:
- Powerful, fast, flexible copy, paste, select, and move (all with a reference point)
- Keyboard shortcuts for everything
- Draw lines, rectangles, circles with the selected block
- Draw planes with the selected block
- Draw spheres/ellipsoids and cuboids with current block
- Offset a curve or surface a specified distance
- Mirror as a function, not fixed planes
- Rotate selection to any angle
- Extrude lines/curves to planes/surfaces
- Loft multiple curves to a surface
- Chamfer/fillet corners
Last edited: