Responding to Rebuild Feedback (Patreon)
Content
It’s been a couple weeks since SU: Rebuilt was announced and everyone got their hands on the first proof-of-concept demo – for more information, click here: https://www.patreon.com/posts/april-fools-no-26448639
While we won’t be doing regular releases for the rebuild until it’s caught up to the current version, we do still want to keep everyone informed of its progress and general direction – starting by addressing some of the more common requests, complaints, suggestions, etc.
Unforeseen shit often happens over the course of game development. WE ARE NOT MAKING ANY PROMISES WHATSOEVER!
Now that that’s clear…
The Removal of Drag-and-Drop
We understand change can be hard and that many of you are really comfortable with the drag-and-drop system the way it currently is because you’ve been using it for four years. However, it is not a feasible system to move forward with for two main reasons.
- It won’t work nearly as well on mobile and we don’t have the resources nor the desire to create two completely different major UIs.
- It would not scale well as more potential options are added to the game.
A lot of people have brought up scalability concerns for the new system too. However, a lot of those concerns have shown a lack of consideration for the entirety of the system and how it works from a practical standpoint. It is purposefully designed to become faster and easier to use over time.
That being said, the system seen in the proof-of-concept demo isn’t remotely perfect, nor is it complete. There were improvements intended before the demo even went out, and even more have been slated/considered since too. For brevity’s sake (cause this post is already shaping up to be rather long) we won’t list them all here, but Locke has discussed them more in-detail with fans in the Discord and you can bug him for more information if you want.
Character Fade Effect during Emote Changes
The character fade effect during emote changes only exists in SU now because it’s something Fungus just naturally does. It was not a conscious design decision. It would’ve required more work not to have them. However, this is not the case when you start developing a game purely from scratch.
We chose not to include the effect for multiple reasons.
- Most people wouldn’t notice its absence, much less care, that it’s gone.
- It throws another cog in the overall engine, which doesn’t make sense for something 90%+ of players don’t care about.
- From a design perspective it doesn’t actually make meaningful sense because real emotion changes are quicker anyway. (Locke has a degree in Psychology and apparently did a lot of research on the topic after getting into a show called Lie to Me.)
However, Locke is strongly considering the inclusion of character fades during emote changes. As stated in the intro, we’re not making any promises, but there’s a good chance you’ll see them again in the final product.
Text for Vault Scenes
Yes, there will be text.
Non-Registry Save Data
Save data will be stored in an external file, not in the registry.
Villain Hire Success Text
Yes, it’ll be there. Just wasn’t in the demo due to time constraints.
Transition Requests/Complaints/Etc
It’s a proof-of-concept demo. Transitions were not even remotely polished or completed.
All Content-Addition-Related Issues
Should be directed to the #su_suggestions channel in the Discord or comments on Patreon posts.
Thanks for reading,
Gunsmoke Games