The last details to improve (according to my opinion)

I just wanted to say that there are two things (and that would be the tools I think so far), which should be improved. The first is the issue of their way of feeding. It looks very strange that they eat, but they do not chew anything, unless it is seen that, for example, that the tiger chews a piece of meat, or that a zebra, chews the boil, that its snout be seen with food. And the other, if possible they can get the blue color that ruins the sight of the animal by selecting it, it should only be a white halo on them, in my opinion. With nothing more than to thank Frontier, and hope that this is only a contribution, I greet all of you.
 
Oh yeah, I completely agree with the second point. The blue highlight is quite over the top. I'd very much prefer something like a circle on the ground around the selected animal or an icon above the animal that tells you which one is selected.

As for the first point, well, it would be nice, I guess, but their animation budget isn't limitless. Although they have proven that they are willing to do major changes in their games even later on (looking at you, JWE, who started kind of meh, but turned out to be a really good game a year later!) so there's always hope they will improve it, one day.

The blue highlight, though, yeah, I wouldn't mind if it wasn't there at launch at all. :)
 
I'd like to third the blue highlight! I know it's a really nice visual cue that you selected the animal but it's a bit too much in my opinion. The white halo sounds good, or a way to turn it off completely in settings?

Animation-wise it might be difficult to do the food-in-mouth thing but who knows :)
 
Another vote against the blue highlight, I am afraid.

FDev, your animals look so gorgeous! Please don’t diminish your own great work by obscuring it with that murky blue overlay! Selecting animals is a quite comon thing to do and equally commonly, we will be close-up while doing so. I (and apparently many others) want to admire our wards while looking at their stats/needs. With your current highlight solution, this experience is tainted.
 
No no no no!
Options means to sup the devil.
One clear design choice, that’s the way to go as game designer!
Don’t fritter!
 
No no no no!
Options means to sup the devil.
One clear design choice, that’s the way to go as game designer!
Don’t fritter!
Never heard of this before.
Whenever I watch channels about video design (like extra credits, gmtk ...) they always advise developers to give the player as many options as possible.

I also don't get what is achieved by cutting out options.
Let's oversimpliefy this:
You have an option A that many people like but also a option B that other people like.
By cutting out one option, you will always make one group unhappy, whereas implementing both options would please everyone.
And isn't this what you want as game developer? To Appeal to as many people as possible?

I know some games with loads of options, and it is fun to shape the game to your demand. But I also know games, that barely even have sound options and you feel the lack of control in a negativ way.

But to stay on topic:
I dislike both: the feeding animation could really use some improvements, and yes, I also vote against the blue colour of selected animals.
 
Never heard of this before.
Whenever I watch channels about video design (like extra credits, gmtk ...) they always advise developers to give the player as many options as possible. ...

Preface: I am not a game designer. (Well, actually I did design and sell a computer game, but this was more a hobby project and doesn’t count here, I guess ...)

Nevertheless - and this opinion was indeed also stated by an actual game designer (Blue Byte) in an interview - options are not the solution. I don’t get me wrong here, I don’t refer to options as in “different play styles”. This is certainly good and the game can be designed accordingly.

What I mean are all sorts of fan desires regarding their “special preferences”.
All to often I read in forums: “Hey, just make it an option, no? Everybody is happy then!”
No, not everybody is happy! Certainly not the developers.

1) Every additional optional design/mechanic has to be designed, coded, tested. This is a long process in professional game development, even for apparently “minor” additions.
2) Every option has to be maintained and tested with every new patch, every update, every DLC. The more options, the more possibilities for bugs and unintended side effects.
3) Those options have to have UI support. Somewhere, it has to be switched on/off, after all. How many options do you think are viable without destroying a UI surface and make it unwieldy beyond usability? Remember: options are the “easy solution” according to us fans and soon enough would break any limit.

Conclusion: Options - where to stop, really?
“My personal favorite ... Just make it an option!” simply isn’t the solution, because your option will never be the only option requested!
Conclusion II: If the developers see this thread and agree with our opinions, I would be more than happy to see the blue overlay replaced with a more suitable solution. But by one solution and not a bunch of different options (white glow around the animal, circle underneath it, ...)

Sorry, this is way, way of topic indeed. But you asked and this is sort of my favorite ... personal crusade of sorts. ;)
 
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