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IDProjectCategoryView StatusLast Update
0000121RPG ArchitectFeature Requestpublic2024-10-25 16:18
ReporterMondune Assigned ToLocke  
PrioritynoneSeverityfeatureReproducibilityhave not tried
Status closedResolutionfixed 
Product VersionEarly Access 
Target Version1.0 
Summary0000121: Master Doodad List On Current Map
DescriptionDoodad Master List for Current Map

I have begun my adventures in 3D land. Doodads have been painful. I have been mulling this idea over for a few days now and am ready to spit out opinions to try and improve the current workflow.

A huge improvement was made with the new button for importing assets and changing them to a single image. Not having to manually change 4 different settings every time to set one up is a big time save.




I have my own particular workflow at this point with how I’m trying to exploit Doodads with the way the tool currently works and how doodads can interact in the environment. Going as far as using them to skin my buildings so things don’t look so Minecraft.

I’m running into issues with interacting with them though after placement. The more I place the worse my workspace becomes. Trying to right click things becomes time consuming trying to get the right doodad when clusters of them start popping up and large ones that can cover multiple clusters. Shit gets real…




I have one issue where I have fed a doodad odd settings to make it invisible on my workspace, but it still showed up in my testplay. I can’t find it to delete it essentially.




So my proposal is to evolve the current Doodad List to have another window function to display a master list of the doodads on the current map. So even if I begin to clutter my workspace, I can at least scroll through a list that will direct me to the doodad I’m looking for on the selected map.

https://imgur.com/uWdqREH

Initial List of Ideas


Map centers on doodad when focused in the list, or a button press that acts as “focus on this doodad”.
Doodad is highlighted for readability when focused.


All Doodad Data that can be displayed during right click is also included.


Any other relevant stats like what layer is it on, other things I’m sure I’m not thinking of get included.


A Button to Hide the doodad, this should behave like hidden layers do in the map editor, when a layer is hidden it is not displayed in test play, so if the doodad is hidden, it does not display in test play.

A Button to Delete the doodad from the map.


Any additional control that can be given here without having to go back to the database to change settings is preferable to minimize going back to the database after importing an asset. Huge time save if I can do more from the map editor.



The point to this is the dev needs another way to handle interaction with doodads on the map editor that is not based on right click.

Thank you for your time and vote for me.
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Issue History

Date Modified Username Field Change
2024-03-20 01:12 Mondune New Issue
2024-03-20 01:27 Mondune Priority normal => none
2024-03-21 20:48 Locke Target Version => 1.0
2024-06-27 20:13 Locke Assigned To => Locke
2024-06-27 20:13 Locke Status new => assigned
2024-10-25 16:18 Locke Status assigned => closed
2024-10-25 16:18 Locke Resolution open => fixed