2:17 fyi it was removed for three reasons, first being it was not in a release version, and second it was always displaying wrong information, and finally it was causing considerable lag while navigating and testing a Dream.
Awesome ideas man! You broke all this down perfectly. Especially loved the Destroyer optimization. You've earned a pretty good seat at the "Board of Directors" Dreams table. I hope your voice doesn't go unheard.
YES to Feature 3 omg, designing with hexagons is such a pain in the ass. Current workflow: - Attach a ROTATOR GADGET to the hex sculpt I want to edit - Set it to rotate at 60deg/second - Use a Timeline to run the Rotator for exactly 30 frames (Timer gadget isn't precise enough) - Use RT to "place" the object permanently at that orientation - Turn the Rotator off They should make it so if you press L1+L2 on an object, an input field comes up that lets you type a Rotation value in degrees -- then it instantly rotates the object by the amount you entered on its exact center axis.
Good video, you should do more of these. It’s productive if some of the prominent members of the Dreams community offer constructive suggestions. It sheds light on what some of us have been asking for. Just granular updates to the existing tools. Analyse what people are using and iterate! Dreams nailed the toolset in v1.0… like literally smashed it out beyond orbit! But that was 2+ years ago. Since then we have not seen much evolution. Mm definitely have the stuff to do this… my guess is that not a matter of “if” bit more like “when” will it release.
All good suggestions that I hope Mm takes note of, probably right about how easy it is to implement. I think you could use the feedback forum to suggest some of these ideas.
You have a point about those missing features, especially when it comes to adjustable degree rotations. Roblox studio already has this feature for example. Menus are another thing that needs to be addressed. They seem cluttered and sluggish when navigating around. A feature that would help would be separation of different Dream categories like Games, audio visuals, showcases. It seems lumped together when finding new stuff. When booting up the game, the homespace should not be loaded in the background by default as it makes my ps4 pros fan speed up plus people have been complaining about the game turning their ps4s into "jet engines". This isn't just an edit mode problem. lol It is like the wara wara plaza on the nintendo wii u and how it had all those miis in the background. The wii u menu was extremely slow. Going from the homescreen to the system settings took a couple minutes and even froze in certain cases whereas the switchs menu was fast, tight, and going from menu to menu took no time at all. Now to bring up some points for edit mode: 1. It is easy to lose stuff in a scene when in edit mode when you do not remember exactly where you placed them. An asset radar/minimap system that shows the type of assets in the whole scene. Different symbols would represent the types of assets like gadgets, sculpts, paint, and sound/music. 2. A better feedback system when giving info about coordinates, rotations of objects, size of objects. The game leaves you in the dark about that type of stuff unless you hook up logic and number displayers to get that info. It is why i made a 3d functional ruler for displaying the coords of a scene. 3. As a person with vision trouble, the wires and logic can be hard to see sometimes. For example, Gadget menus and the microchip menu are always transparent with no way of adjusting it. Visual settings for dreamshaping would be the ability to adjust the off state and on state of the wires visual appearance like its brightnes & colors so it sticks out more.
I like your suggestions. I’d personally like a real pause gadget where the scene pauses/freezes but you can have an option to navigate a custom menu (such as a pause menu). Also, an objects/assets list would be a godsend
That variable rotation would be so dope! Even me, I recently tried to incorporate hexes into a new idea I'm working on, but the grid snap is so jank that I've just given up and gone with another shape 😂
4:10 more tweaks for a gadget means a larger gadget footprint fyi, which means a single checkbox can increase a gadgets tweak impact on thermo, but not just when its active or not.
I have two ideas that may be extremely difficult to implement but would help everyone who uses sculpting. The first being the less complicated of the two, essentially creating a way to apply different masks to a sculpture like in photoshop. It would work as a stencil, say you wanted a tiger stripe pattern on a simple square. You can overlay the tiger striped pattern over the square and it would act as a secondary layer on top that essentially is a another sculpt. As customizable as any other sculpt, with added features such as inverting the pattern and increasing/decreasing the pattern size. This would allow us to create more detailed sculptures without a huge hit to thermo. For example the only way to make something like carbon fiber, is to create multiple sculpts with different shininess/roughness textures and putting them into a single group and multiplying it. Creating a stencil/mask that contains the pattern you are looking for, saves so much time and space. The second suggestion is way more complicated. Essentially turning sculptures into elements. Kinda like The powder toy. Take another square sculpt for example, you would have a list of elements you can turn your square into. Such as Plutonium, it would decay with the same half life as irl also share its properties Such as spontaneous fission when to much of it is put in a single place. Creating electricity that flows through Procedurally animated water. I don’t expect these ideas to be implemented, just hoping maybe something akin to it would arise some day.
@@AecertGaming Agreed, that and being able to delete archived items. I, like many others didn’t understand how dream shaping worked in the beginning. I ended up with a bunch of unused stuff just piled up in my archive. I guess I can just use the scenes/ elements for other things for the time being.
2:26 redundant, there's ways of rotating the grid using precision to set up some guide sculpts. But besides that currently, an option for this is in the future works, but not as important as some of the stuff they're working on.
im aware you can use different sculpts to make different angled grids, but you have to admit its really annoying and hacky. What do you mean is in the future works? And i totally agree the things in this list arent the highest priorities, the point is these things wouldnt be hard to implement.
Frame stepping would be cool though one thing I understand why some stuff is not there is that having it do shave off some memory and you cannot save on it if you don’t need such features. You use a bit of thermo to do it yourself
THIS 1. I dont undesrtand why decimals is inside thermo info... 2. LBP 3 have this function (it actually showed graph on output). Knowing signal info without placing number gadget is good 3. About 5 degree snap totally agree, want it since lbp have it, also i want presice move to snap to 1 degree instead of doing something like 17.3662 degree even if it show 17 4. Totally want it, so if destroyer is wired to something it dont destroy chip it placed on (if chip is snapped) 5. Never actually had situation it might help me, but it will be useful. EDIT: also i want to move pivot poin of wireless transmitter, now it lock by microchip position
Agree with the thermo thing. Easy to implement it’s already there. Wire peaking: coming back next update. And yes you already said it :p but you know me. For the increment rotation on grid: maybe a bit more difficult than you think we could not have it in project Spark either. Destroy gadget first purpose is to destroy the object and we as advanced users found other uses. And we still can do it. Again probably some stuff have not been made permanent in Dreams to save file size and memory imprint. So it’s only there when you do it.
Custom rotation angles would be great for me! Most definitely including the point about hexagons! These are all great ideas. One I’d like to add is the ability to choose how visible any object is! It should be just as easy as choosing how much it glows, and would be great for things from glass to ghosts and more.
Unfortunately a straight up opacity slider for objects is never going to come, but hopefully bake to paint will solve this, since paint does have opacity!
Did some nice clickbate lmao 🤣 I do think whatever they're doing with multiplayer is probably going be really well implement, and that's why it's taking so long.
XD Sorry about that, didnt want to spoil the list though. Personally i think a main reason multiplayer is taking so long (among many other reasons) is because the person that would be working on it left MM
@@AecertGaming he was not working in solo but he was the brains, for sure. And they were not working on it that much anyways. They hired a replacement and some people a while ago just before COVID hit us all that might be a main reason why it stalled more than just a replaceable employee leaving
I wish MM would just hire a bunch of AAA network coders and they'd just quickly put multiplayer together and leave. At least leave us with something :(
Hi Aecert, great video outlining smaller features that could be implemented into the game. I'm not sure if you have tried using the exit gateway gadget for frame skipping but it seems to work as a temporary way to exit from edit mode. I just tried it on my PS4 with the gadget powered on in a timeline and it works as pausing on the frame, but the pausing on each frame only seemed to work after 1 second of playing the dream. Maybe everything could be moved up for one second and then put back after testing it with the gateway gadget? Just thought I would throw that out here since you mentioned that it'd be possible if there was a way to do it ingame with gadgets.
for the first thing, when you look up the decimals, they seem to calculate only when opening the deeper menu? maybe it does a lot of small calculations to arrive there, and doing them the whole time would produce unnecessary overhead?
Isn't the wire data display... Ohh Also frame thing sounds the most difficult thing to do. And the difficulty of implementation depends on the code design.
Yup im fully aware all of this depends on how the code is, and since i dont have access to the code i have to make assumptions :D Idk i really dont think frame stepping would be hard.