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3/4ths Update Feedback Thread


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Posted

I'm not really a fan of the door design, and several others in the discord seem to agree, I also wonder if the east/west design can be adjusted to be similar to this old concept bay had (though adjusted to work out better, moreso the idea its not as squashed

image.png.ee49f3df003e30bbb99df94429c64929.png

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Posted
3 minutes ago, greenjoe said:

I'm not really a fan of the door design, and several others in the discord seem to agree, I also wonder if the east/west design can be adjusted to be similar to this old concept bay had (though adjusted to work out better, moreso the idea its not as squashed

image.png.ee49f3df003e30bbb99df94429c64929.png

According to the PR, the creators behind this wanted an entirely new and unique aesthetic to Aurora. We should not be copying bay or their doors. Let's see how this plays out for a few days, considering that it isn't even in yet. 

Posted
1 minute ago, ReadThisNamePlz said:

According to the PR, the creators behind this wanted an entirely new and unique aesthetic to Aurora. We should not be copying bay or their doors. Let's see how this plays out for a few days, considering that it isn't even in yet. 

I wasn't saying copy bay's doors, I was saying copy the idea of how they did the east/west ones, in that it overlaps a tile a bit so the design is not squashed down

  • Like 1
Posted
37 minutes ago, greenjoe said:

I wasn't saying copy bay's doors, I was saying copy the idea of how they did the east/west ones, in that it overlaps a tile a bit so the design is not squashed down


Perspective fixes are planned for the doors and will be added in a seperate PR

Posted

A lot of the floor decals seem to have become way brighter, and generally been somewhat messed up in their layout. It's especially jarring in spots like Security, where the airlocks are still the darker sec blue. 

Posted (edited)

Security's floor tiles are a bit too bright in comparison to the doors making it a bit painful on the eyes, I think it would be a bit easier on the eyes if the floor tiles matched the blue of the frame of the doors

Edited by DickFreedomJohnson
Posted

This is just a personal thing perhaps, but I feel like it's hard to tell that these are doors and not windows.
I know a fix for the doors is coming and perhaps that'll fix it, but this is just a brain thing for me. I feel like it's not quite as obvious, because they're not separate from the wall and window colors in some clear way. It lacks the clear design element that 'this is a door' in my opinion. Perhaps some kind of 'handle' or element can be added that gives it that clear 'door here!'
image.png.b401c8c9946aa14694eb6700737c3c39.png

Posted
3 minutes ago, lilahnovi said:

This is just a personal thing perhaps, but I feel like it's hard to tell that these are doors and not windows.
I know a fix for the doors is coming and perhaps that'll fix it, but this is just a brain thing for me. I feel like it's not quite as obvious, because they're not separate from the wall and window colors in some clear way. It lacks the clear design element that 'this is a door' in my opinion. Perhaps some kind of 'handle' or element can be added that gives it that clear 'door here!'
image.png.b401c8c9946aa14694eb6700737c3c39.png

These doors are temporary - there's a 3x1 door sprite, we just haven't implemented it in time for the deadline

  • Like 1
Posted (edited)

Visual Bug!

Them plants havin' some issues with them railings. Perspective works fine for people tho!

Figure A: Plants continue to defy containment.

image.png.84f117537c259320163082b5b6d49674.png

 

Figure B: Sofia is properly contained.
image.png.2ce5b44155d96f3f49e9d53986359571.png

Edited by lilahnovi
adding my lil label
Posted (edited)

https://gyazo.com/12be55ef83148d3ed3ad5e087ff1fb18
https://gyazo.com/1abf032a5a50069642752e37e1028773
https://gyazo.com/26288bca652e1797bdef6d42490626b2
https://gyazo.com/caef8855792c6d19eb8569d7aebe9cdc
https://gyazo.com/02eace1b14e8fbb7cc39a71ae0380b4a

 


I'm not sure what's going on here with the tile designs on walls, could be they are layered?

*Will be updating this with more of these that I find

Edited by DickFreedomJohnson
Posted (edited)

I don't know how to properly put this into words, but the floor shading and the like makes everything look kind of plastic? Its really jarring at times.

Edited by Silvore
Posted

I appreciate that the floors had their contrast toned down from the last time they were implemented!

 

Right now, the mailing room's outlets are completely enclosed by the railings and the fancy new tops for the airtight plastic flaps; it's gonna be really hard to see if a package or rubbish is stuck on the rightmost outlet when someone inevitably forgets to hit the lever and jams the conveyor.

spacer.png

Posted (edited)

This is a bug:

When coming in contact with the platforms by dining or by the bar, you cannot walk east or west away from the platform edge. You are trapped until you walk into the stairs or to a corner. 

In these pictures, I am attempting to walk the opposite way from the platform wall, but cannot. I am stuck. I can only go north or south.

image.png.5384ecef17fc18ed1e7b5949ef1780fe.png

image.png.18e50de9823569cb7e93c4da52d36844.png

image.png.beedef8239c096adfea38bd3a372387b.png

And in this picture, there is an invisible wall stopping me from approaching the platform wall.

image.png.0efaa14ee23d2386a6b0d0e6f8c3758b.png

Edited by lilahnovi
I'm just going to start labeling my posts with color-codes
Posted (edited)
21 minutes ago, lilahnovi said:

This is a bug:

When coming in contact with the platforms by dining or by the bar, you cannot walk east or west away from the platform edge. You are trapped until you walk into the stairs or to a corner. 

In these pictures, I am attempting to walk the opposite way from the platform wall, but cannot. I am stuck. I can only go north or south.

 

This also adds to the bridge railing as well, specifically the bridge meeting room, but not the ones facing from north to south, those are fine.

Edited by Airlines7
Posted (edited)

Ok, I'm going to say my two cents on the first the good.

The good, it makes the ship seem WAY bigger, like I know that's just my brain pulling my leg, but it does make the ship seem far far bigger which is nice.

The bad, everything feels like I'm looking at plastic which is strange, the metal looks like plastic, the wooden floors look like plastic, and certain sprites make it stand out with his jarring and not very pleasant. Second, it feels like we're moving further and further away from the Space Station spirit, it makes me think of less that cool rugged cassette futurism to a more sleek and modern futuristic setting which hey, I know I'm in the minority when it comes to the old textures, but to me the clunky/janky textures to me had this weird charm to it, like I know this is going to sound weird, but old Aurora textures had a more sci-fi look to them then the modern textures. Last problem the doors, please fix, they're confusing to look at sometimes, this mostly applies to the doors with glass in them.

My suggestion? Return to the old texture set, please. The more we upgrade the textures the further I feel like we lose that wonderful little charm of SS13.

Edited by Star Dust
Posted

This is a suggestion: 

Some new sprites would benefit from shadows added to their model as a semi-transparency.
This is just a random mock-up I did for some tables. It helps the item to pop, and feel less 'plastic'.

Current tables:
image.png.e16a912787980f5d84a801b9b77be8ec.png

Tables added with a little somethin somethin' using a crayon tool in paint:
image.png.fed56e5844d4c69518c464b671f7e69f.png

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