Space Engineers

Space Engineers

Kratos Program (Vanilla+ Warfare Weapon Pack)
Unsorted bug reports
Re: text overruns as mentioned in mod comments
(Really should have created a thread here right away. Sorry.)

the fixed launchers (LG and SG) have been formatted to show up as two lines
Yeah, well, don't. It shows cut off in places, or pushes other content out of place. And even where it's barely readable it shows up extremely claustrophobic and hard to read.
I applaud the initiative, but the rigid UI makes it a futile effort.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3575169395
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3575169661
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3575169946

Thanks!
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TheRebornAce  [udvikler] 26. sep. kl. 11:06 
The first image I don't see the issue. Yes, there's a very very slight protrusion of text at the top but nothing game breaking.

Second image, yea, sure, I guess? Again nothing extremely game breaking. Maybe to those who maybe OCD about it. Lol

The third one however, yes that is leaning on the game breaking side. Surprise keen does just format everything in the k-menu as a single line by default. But it's keen I guess.

I'll send out a hot fix later for this so thanks for the the screenshots. Either later today or tomorrow.

As for changing or minimizing the block names, I have no plans for that.
andersenman 27. sep. kl. 1:12 
What kind of reasoning is "nothing extremely game-breaking" or "OCD about it" ? Are you wanting to make a good product or a product that's not quite bad enough to still be tolerable? Are you trying to out-Keen Keen? If that's the kind of attitude, if you just want to please yourself, why bother uploading it at all?

Maybe you've forgotten the purpose of a game.
A game is an entertainment product. It's supposed to be fun, relaxing, enganging, challenging, all that good stuff, as opposed to difficult (that's "difficult", not "hard", mind), and cumbersome. To facilitate all that, a game must be as accessible and aesthetically pleasing as possible, not drawing attention to itself and distracting from or encroaching upon its recreational value.

A game is not an essential necessity like air, food, and protection from harm from aggressors where at least some is better than none.

  • Excessively long names are neither accessible nor aesthetically pleasing.
  • Excessively long names where significant portions are substanceless, decorative fluff (Who do you think is going to memorize those typecodes and use them in practice?) needlessly crowd and bloat the user interface with no benefit. This hinders navigation, negatively impacting especially action-rich game segments. A conceivable value of sortabilty by alphabet, grouping all of a singular mod's blocks, is at best academic.
  • Double-line names that squish the second line of the first item together with the first line of the next item closer than the double lines of a single item makes reading the names, even clicking the right ones, difficult and stressful and causes the user to spend more time fighting the UI than enjoying the game.
  • Excessively long names running other content out of bounds makes for an unpolished impression. Users know run-out or run-over text (such as from other, badly localized software) as liable to obscure information, causing a sense of insecurity of potentially missed content.

These are the most pressing reasons why your current implementation has a negative impact on your mod's attractiveness.

Note how I said reasons, not immature mockery of people for daring to take issue with measurable drawbacks just because they don't quite burn someone's house down. By all means do graphical (.50-cal has offset flame and VERY offset smoke, ahem, and some other blocks have neither) and text design on your work however you like. By all means decide that established rules and principles don't apply to you. Maybe even lapse into the null argument of "If you don't like it don't use it".

I'm not asking to do what I like. I'm reminding you that reality of player psychology and UI/UX design principles still apply, and do so regardless whether paid or free, released or not, used by me or not. You can have your own tastes, but you can't have your own facts.

There, you can now make somewhat more informed design decisions, should you so choose, hopefully without resorting to ridicule and belittle people for preferring a game that looks and plays nice.
Sidst redigeret af andersenman; 27. sep. kl. 1:23
TheRebornAce  [udvikler] 27. sep. kl. 1:21 
K.
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