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Full Version: Working on more tightly-packed buildings
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Our art team has been doing an amazing job with the building models (including some cool new ones that will first appear in version 0.16).  But in playtesting, one problem we've noticed is that we often get undeveloped zones because the buildings simply don't fit.

So we've just asked our artists to develop some building models that make good use of a small footprint.  For inspiration, we're looking at row houses like these, found in many dense cities around the world:

[Image: 1800_block_of_California_Street,_NW.JPG]

We can't actually do row houses, because of the way the engine works, but we ought to be able to get something similar.  And this will really help when you're building a small colony, or even layout out smaller zones in a big colony.
Oh yeah, I forgot to add, there is now a list of all the buildings in the game available on the wiki!
I've been wondering. Since all these habitat types rely on rotation to provide fake-gravity, all surfaces (including tables and the floors of buildings) would have to match the curvature of the habitat hull, at least if you want the same downward Gs at every position, right? In addition, such a custom-built table should preferentially be aligned with the direction in which the habitat curves.
Four-legged bar stools that would be perfectly steady on Earth might always have a slight amount of wobble on our imaginary space habitat (unless you align them perfectly). Putting a marble down on the floor of your house would cause the marble to roll toward the center of your house and other weird stuff like that. Smile
The curvature is very slight on small scales. I don't think you would need custom tables and chairs. Tables, couches, etc. already have adjustable feet, and presumably would have these on space colonies too; a couple of twists of those would be enough to "level" it so things don't roll around.

On a larger scale, of course, curvature becomes more significant. I don't know if anybody's noticed, but large buildings in the game are curved slightly to match the local direction of gravity. On a very small hab, with something big like a shopping mall, it can be quite noticeable. As habs get bigger, of course, the curvature gets less and less.