Cool stuff. Regarding your UI, it feels like your elements only have drop shadows, and they don't use what makes neumorphism look good to me, which is the illusion that the elements are coming out of the surface. Basically you have the drop shadow but not its counter, the lighter "shadow" above it.
I see what you mean! In the inventory, it's a bit less noticeable! Which is the only bit I implemented so far. But if you check the UI designs for the rest (especially the buttons) they do have the light shadows! I may increase the strength on them to make it pop more 😊 A lot of stuff so far is also indented rather than outdented, so the light shadow is inside! For instance it's the case with the slots
great video and code example, I like the designed UI but think the contrast to the 3D world is a bit to strong. Side note, what planing software are you using? im currently looking for a good one and yours looks clean.
Thanks! Yes that's true. I may dim down the background colour a bit! 🙂 I'm using Notion, totally recommend it, it's wonderful for any structured note taking. For less structured note taking, I recommend Milanote.
i find the number of the items within a stack difficult to read when it is so low on the border it looks like it is falling into the next row of itemstacks, i know putting it in the cneter above the image is not "good looking" but it gives clearer indication of how many items are there and that the amount belogs to this particular stack.
@@madrededios77, one option is to shrink the image and add the number into extra seperate area for the count of the stack, pure overlay in the center, in the end just trying out shows what is right for you.
what is your plan for how good the graphics will be? This game looks very promising, but my PC is really bad so i was wondering whether I should keep my hopes up for that. Even if I wont be able to get it, ill still stick around
Thank you! The game will be extra low poly, very similar to how it looks now, so those shouldn't be a problem! But in factory games, a lot of processing power can go into all the systems and automations, so I will do my best to optimise those too!
I have no idea about coding but could it be that when there are mutliple people playing at the same time and the Server inventory only having one slot and 2 people try to take an item from a crate if would conflict somehow (dw about this if its wronh i have no idea about gamecoding)
Hehe no worries, I'll gladly answer! The conflict does happen no matter what, if two people interact with the same slot. The complexity lies in the resolution of that conflict, especially if you take into account that the conflict may be between a player and a conveyor belt for instance! So the typical way to resolve such conflicts, is to just say the server/host is always right, and whatever they say is the truth. This is a standard but applying it everywhere can be challenging 😁 Here, to apply it, it's a matter of coding a back and forth to "request" taking/placing items rather than just straight up taking them
These Devlogs are always interesting. Can't wait for the next one!
Love that you are still on this game, love Automation! working on one of my own atm
Best of luck! ;)
Cool stuff.
Regarding your UI, it feels like your elements only have drop shadows, and they don't use what makes neumorphism look good to me, which is the illusion that the elements are coming out of the surface. Basically you have the drop shadow but not its counter, the lighter "shadow" above it.
I see what you mean! In the inventory, it's a bit less noticeable! Which is the only bit I implemented so far. But if you check the UI designs for the rest (especially the buttons) they do have the light shadows! I may increase the strength on them to make it pop more 😊
A lot of stuff so far is also indented rather than outdented, so the light shadow is inside! For instance it's the case with the slots
I really liked this one! My only suggestion is: have you tried to center align the titles on your inventory windows, rather than left aligned?
Good suggestion! Thanks! I haven't tried it so I will give it a go! Thank you 😊
great video and code example, I like the designed UI but think the contrast to the 3D world is a bit to strong.
Side note, what planing software are you using? im currently looking for a good one and yours looks clean.
Thanks! Yes that's true. I may dim down the background colour a bit! 🙂
I'm using Notion, totally recommend it, it's wonderful for any structured note taking. For less structured note taking, I recommend Milanote.
i find the number of the items within a stack difficult to read when it is so low on the border it looks like it is falling into the next row of itemstacks, i know putting it in the cneter above the image is not "good looking" but it gives clearer indication of how many items are there and that the amount belogs to this particular stack.
You are very right! Still thinking of what are my options to make this easier to read. Thanks for the suggestion!!
@@madrededios77, one option is to shrink the image and add the number into extra seperate area for the count of the stack, pure overlay in the center, in the end just trying out shows what is right for you.
Great progress ! Just a note: The item count can be a bit hard to read. Maybe put it inside a rounded rectangle with 80% opacity.
Good idea! Yes I'm looking at ways to improve the readability of that label. Thanks for the suggestion!
what is your plan for how good the graphics will be? This game looks very promising, but my PC is really bad so i was wondering whether I should keep my hopes up for that. Even if I wont be able to get it, ill still stick around
Thank you! The game will be extra low poly, very similar to how it looks now, so those shouldn't be a problem! But in factory games, a lot of processing power can go into all the systems and automations, so I will do my best to optimise those too!
@@madrededios77 alright, thank you! Good luck on the rest of the game, can't wait to see how you take it!
I have no idea about coding but could it be that when there are mutliple people playing at the same time and the Server inventory only having one slot and 2 people try to take an item from a crate if would conflict somehow (dw about this if its wronh i have no idea about gamecoding)
Hehe no worries, I'll gladly answer! The conflict does happen no matter what, if two people interact with the same slot. The complexity lies in the resolution of that conflict, especially if you take into account that the conflict may be between a player and a conveyor belt for instance! So the typical way to resolve such conflicts, is to just say the server/host is always right, and whatever they say is the truth. This is a standard but applying it everywhere can be challenging 😁
Here, to apply it, it's a matter of coding a back and forth to "request" taking/placing items rather than just straight up taking them