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In the forest template scenes, the "Reverse Path" switch doesn't affect the puppet, and so when you playtest you don't start at the other end. Would be a lot more useful if the player could preview this easily.
The sculpts behind invisible walls can be made non-collidable to save on performance.
It's unclear why there are any thermo limits on the scenes besides 100/100/100 as you'd normally have. Would be easier for people to just not worry at all about thermo and do whatever. Why is that? Are you planning on the "real" puppet being a lot more complex perhaps?
In the guides, "the given deadline" is said here and there, but I cannot find the actual deadline anywhere. What is the deadline? Where is it in the guide pages?
* EDIT: Turns out it's on the template pages, but the word "deadline" isn't used (I'm guessing people would search for that word to find the deadline, as I did). And it's not shown on the hub page at all. I would just say the deadline instead of saying "the given deadline" to avoid having to look things up. And have something like "DEADLINE: 12th September 2022" clear and highlighted on each page so people don't miss it.
Might be good to explain somewhere that the crouch is a toggle, and will not un-crouch if there's a non-Friend, visible, collidable sculpt above your head.
A note on using the "Prompt □" tag would be a good addition.
Probably not worth changing for the scenes now, but maybe for the real puppet... The real puppet has some heavy/inefficient logic for the footstep sounds. Sounds have built-in audio-surface-type selection if you power it with the collision signal, so a lot of the logic in there can be greatly simplified. And it would be good to have something for *every* type in case the creator wants to use them; some are currently missing.
The guide speaks about an element that contains gadgets you can copy to get the same text style as other things in LOLD, but there's only the dialogue element which only caters to that kind of text. I've created an element that contains samples of all the text styles (from the kit at least) so that people can use it for reference etc. https://indreams.me/element/onbXgbezbQu
The dialogue example is very complex, and seems to essentially re-implement the dialogue gadget from scratch. I've created a much simpler version that works the same, so that people aren't intimidated by it ;P ...and it works more efficiently, less thermo, etc. https://indreams.me/element/orFZAbUdycB
Also, there's a keyframe in there that has a slow-power-down, which turns on the BG frame chip. This means when the dialogue is over and the text disappears, the BG stay there for 0.2s which looks buggy and weird. Removing the slow-power-down fixes that.
The Blank and Scroll trinket elements have rulers included, which makes it hard to access the actual trinket. If this could be removed, they would be as easy to use as the other elements.
Speaking of the trinkets... there was talk in the guide about glow etc. not going beyond the limits. It would be a nice touch to explain that you can turn "emit light" off and then it won't spill light out beyond the limits at all, but still look cool and glowy.
And about the glow... what bloom/lens flare settings will be used wherever the trinkets are? Knowing this (or know it's the default settings at least) will let the creator be able to test and make sure their glowy trinket isn't too obnoxious.
The guide mentions that any creation entered will have to be remixable. It's worth explaining there that this means anything put inside the creation for any online version of the creation will *also* have to be remixable. People still don't realise that for Dreamscom too--but it's pretty important to know going in, because otherwise you'll only find out once it's too late.
I noticed there are a number of objects in the forest scenes that aren't separated out into their own elements, and so it's not so easy for people to use them. I tried to separate them out, but there's some weird status to different objects in the remixable scene blocking me from doing so. Making them their own elements and adding them to the collection would be great to show more of what's available to use.
The "one per dreamer/player" text in different places of the guide leaves questions open regarding what the rule is when collaborating, how to submit if you *are* collaborating, etc. (In one place collaborations are touched on, but the rule of how to submit a collaboration is not spelled out.) And this has caused confusion in the past, resulting in people not submitting multiple collaborated creations because the rules were unclear. What I gather the rule actually is (from past events), is more like "one per owner." So, each submission has to be owned by a different player; and that's all there is to it. It answers those peripheral questions too, because it simply states the rule itself.