Art: Table and chairs concept

Should be dev side, not player side.

As in devs should be able to add a structural/color/pattern variants based on these tools to the game and make it so that depending on the materials, positioning, etc. the objects change into these variants.

The only issue I see there being isn’t in designing and adding the variants but in mapping the variants to new crafting patterns in-game because I know nothing of this workflow.

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Ah yeah that makes sense :slight_smile:

I thought you where talking playerside and that gets heavy quickly.

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Oh my goodness haha I can’t even imagine how much of a mess that would be!

I really like the runners, but maybe that should be an option later down the line. While I am excited to have props (interactable please :)) much more interested in other gameplay features. Keep up the great work!

But just imagine how creative we would get! Walls of chairs, chair roofs, chair walkways (chairways?), chair trees, monster chairs, gateway chairs, chair titans, bacon chairs.

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It’s almost like the possibilities are…boundless!

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The factors that came before the end product of the concept art that we see now must be what jesshy was talking about. A lot of planning, rough concepts, and group discussions must have been done before they were allowed to show just a speck of their progress.

Didn’t you also say that a creature creator like spore would be too complicated to make?

Which comes down to what james said in the past:

Not sure if this is still true today.

(Sorry I kind of went on a tangent there, I just started recalling a lot of stuff on this forum as I was trying to speculate what the devs might be going through. ><)

This is actually kind of my point. It seems weird to design and showcase variants without actually planning to ever implement them. Seems like a bunch of lost design time if the plan is to launch 1.0 with only 1 of everything. Wouldn’t it be easier then to internally choose 1 design to focus on and then show it off as a prop in-game instead of putting in the time to design all of these different choices?

I didn’t. They did. You found James’ quote.[quote=“Clexarews, post:41, topic:3308”]
approach building furniture like building creatures/buildings/vehicles in spore
[/quote]

I think the key word here is “like”. I’m simply trying to say that IF the dev’s software allows them to easily add color, patterns, component (like mini-props (table legs, etc.)), then it seems like they should be able to use those tools rather easily to modify certain props into variants rather than just designing and implementing an entirely new prop each time they want a variant. IF the software does not allow them to do this, that is sad given what this game is trying to accomplish.

I see them more like drafts so it isn’t weird at all. You always make multiple things to test things out and then take the best x number of the designs.

I saw them that way too, then realized it’d likely be easier to just make sketches internally and choose instead of fleshing out a bunch of variants that potentially have no life anyway.

I don’t want this question to be lost amid my arguments that, conceptually, creating variants from a rig-like system takes less time than creating items from scratch. I think the question is FAR more important and would love to hear more about it.

It would be easier but we would be less involved. And that’s what we like so much about the dev team isn’t it?

conceptually, creating variants from a rig-like system takes less time than creating items from scratch.

Less time, indeed! But less time is not no time, and there are more valuable things we can be putting our time into at this point in development than making a large collection of chairs. There is no magic software that will generate assets for us automatically, and while I am quite experienced at working in a modular fashion to optimise variant generation it still takes valuable time and ultimately, each model is still made by hand.

As for ‘item progression’ - you’ll want to ask a designer about that, and not assume anything drastic from my off-hand comments. It’s not a discussion I’ve been part of, I just make the assets when I’m asked to :stuck_out_tongue:

None of this is to suggest one chair is all you will ever get! Only that we are starting out by making one chair and one table. Later, we might make more. We know having lots of options for customisation is important to y’all, but as professionals we also have a good idea of how long it takes to make things and how best to invest our time and resources :smile:

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We’re posting these concept images up on the forums mostly to see what people’s opinions are on the designs and to see if there is a particular favorite one with the community. As this game is, after all, for you guys. Of course we could just make a decision for ourselves, but we’re not the ones we’re trying to please at the end of the day!

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A rig is essentially a skeleton system for creating movable characters, much like the bones and joints in your body. These can then be used to create animations that conform to the limitations of that skeleton (and deform the main mesh with whatever muscle groups have been entwined with it).

I think the block system in use in B< is exactly that - a block. This then has to be altered manually by adding vertices to the block to allow the cube shape to take on a different form, i.e. changed into a table shape (whilst still conforming to the 1m x 1m grid). After that you then have to unwrap all the vertices from the newly created shape, so that a texture (plus any bump maps, shaders etc.) can be created for it and then rewrapped around the shape to create your prop.

You could potentially reuse the mesh for similar props and then deform it further to fit your requirements, but the whole process can still be quite lengthy really.

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Mesh! That’s what I meant instead of rig. Silly Clex.

Thanks for replies, dev team. I’ve trusted you all so far and will no doubt continue to trust you. Just gotta adapt to this new vision for now! :sunglasses:

We also should not forget that B< has the feature to add the color of the mat you use also for your crafted product, so even if we would “only” have three different chairs later, they will come in circa 15 versions each :wink: … And what if the mat for the textile parts will also transfer its color? … Wooohooo! :stuck_out_tongue_winking_eye:

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This is part of what I was talking about with variants. I don’t think mat color variants are confirmed. Can you (or anyone else) provide a link if they have been?

true I did not think abou that
thanks for your relpy

number 16 look really good look also like one of the surch stuff when the bible is but wonderfull chair