Yes, the first thing to learn is to master the controls in 3D. But I think 3D interface and 3D IDE is the future of software development.
I find the interface in 3D space difficult to work with. I did an audio tutorial yesterday (actually had to look up a YT vid as nothing in game on making instruments). I added a sound widget above a platform. As I moved the camera around, I found it was miles away and needed a lot of work to move it vaguely near. As you can't just add content where you want without first getting to grips with the 3D interface and many control options, it's not at all 'pick up and create'. Given the tutorials are also 'work' and the interface learning hasn't been gamified, it's IMO a huge barrier to entry. I don't know any kids who'll care to create stuff in Dreams, vs plenty who enjoyed throwing stuff together in LBP.
I find the interface in 3D space difficult to work with. I did an audio tutorial yesterday (actually had to look up a YT vid as nothing in game on making instruments). I added a sound widget above a platform. As I moved the camera around, I found it was miles away and needed a lot of work to move it vaguely near. As you can't just add content where you want without first getting to grips with the 3D interface and many control options, it's not at all 'pick up and create'. Given the tutorials are also 'work' and the interface learning hasn't been gamified, it's IMO a huge barrier to entry. I don't know any kids who'll care to create stuff in Dreams, vs plenty who enjoyed throwing stuff together in LBP.
[Of course! And there are lots of movement options, and to get good at them will require time and practice, same as Blender. I did not come away from the tutes with a Dreams Mindset. In revisiting, I was all over the shop fumbling around with opening and closing the wrong things. It's an interface that has no intuitiveness and has to be learnt, plain and simple. There are no intrinsic ergonomics to pressing L1+O or R2 then L2.Did you do the basic navigation tutorial?
What? How do you get from "far better 3D interfaces" to "far better tools"? I've yet to encounter a 3D modeller yet on PC where my cursor wobbles around as I try to place objects... Seriously, trying to cut a hole with the cutter waving around is just frustrating and cannot be classed as a 'comparatively good interface'. It's at best passable and functional. And nothing comes close to the physicality of LBP where you'd move objects until they collide, and then glue them together.Your ‘far better tools on PC’ comment is, imho, a bit out there.
[Of course! And there are lots of movement options, and to get good at them will require time and practice, same as Blender. I did not come away from the tutes with a Dreams Mindset. In revisiting, I was all over the shop fumbling around with opening and closing the wrong things. It's an interface that has no intuitiveness and has to be learnt, plain and simple. There are no intrinsic ergonomics to pressing L1+O or R2 then L2.
What? How do you get from "far better 3D interfaces" to "far better tools"? I've yet to encounter a 3D modeller yet on PC where my cursor wobbles around as I try to place objects... Seriously, trying to cut a hole with the cutter waving around is just frustrating and cannot be classed as a 'comparatively good interface'. It's at best passable and functional. And nothing comes close to the physicality of LBP where you'd move objects until they collide, and then glue them together.
It's not so much the controls as learning the interface. You get told what to precision monitor is, which is a shoulder button (I imagine). Then you try to use it and use a wrong shoulder button and do something else instead. There are snap-to-face buttons and IIRC an extrude of sorts, but they are higher-tier skills. Even then, 3D positioning isn't at all easy. In a 3D modelling app, you won't be constantly holding an object. If you want to cut one solid from another, you'll position the solid where you want it and then remove it. In Dreams, you're holding this wobbling cutter. As you move your fingers to press the action buttons, the alignment moves. I did the log-bridge tutorial, and they show this fabulous looking log. I spent a good while trying to get a decent clean cut and just couldn't.Maybe true if you’re using Dual Shock only - I don’t really have that issue much with the move controls. But the precision modifier button and/or using a grid does solve most of that?
Locking to a plane would be useful. You can be extruding XY as far as you know, but end up moving slightly inwards/outwards with the controller and the end result isn't straight.But yes, some aspects of the sticky stuff and collisions could be useful. Right now you can just do too much I think, it does take a while to get to grips with it. But in a sense if you compare it to LBP, that forces you into a very coarse grid at least in the z-axis.
That's not Sonic. That's Sanic!And now look at this amazing Sonic: The Movie game made in Dreams, too:
- Everything is in 3D and you can navigate everywhere you want in your limitless (AFAIK) 3D map (scene).Super impressed with this program, some stuff produced is better than some commercial games. Though I do loath platformers, prolly my least liked genre. One question though, is how is the content created?
or are the models just imported from the internet where they have been made with 3dmax,blender etc, i.e. the more complicated stuff is created in a seperate program
You can only import objects created by Dreams (by users or Media molecule developers who provide plenty of content).Thanks Globalisateur for the very detailed post but not understanbding really, eg how is the spaceship in the following picture created (No idea but then again I have no idea how to stop this text from being blue , select text 'click remove formating', select text 'text color=black' both no dice)
or are the models just imported from the internet where they have been made with 3dmax,blender etc, i.e. the more complicated stuff is created in a seperate program