Thread Rating:
  • 6 Vote(s) - 4.33 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[CLOSED PR] Wig glue trait that allows mutantraces to wear hats and hair
#16
Personally I'd still like to be able to wear hats with hair as a saurian, even after the mutantrace rework is done. Maybe just rework it a bit afterwards?
Reply
#17
I think it would be difficult to remove this feature. Not mechanically, but ah, it would probably cause a big stink when a feature that people have been begging for is removed. I more so meant easy to remove as in, letting the mutantrace rework handle mutantrace hair if it does without this trait.
Reply
#18
mutantrace hair is always something i've wished was handled a bit better (or just allowed like this outright) since i think it's a lot more fun and enjoyable to allow players to create their characters based off of their chosen preferences instead of getting locked out of good options because of negligible differences

i've always kind of thought the "hair is a human's thing, so mutantraces should never have hair" argument is a little boring and unfair since i think deciding what options a mutantrace should or shouldn't have based on the "fairness" compared to humans isn't a very fun approach. i think giving open customization options in general is very good! even in an in-world sense, on a high-tech space station where you can easily change your appearance in even more drastic ways, a lizard having hair isn't that out of place. sure, they can't naturally grow hair, but there's many, many real-world ways fake hair can be permanently applied

i personally don't see mutantraces as much other than a preferred body type myself which could probably mean i'm not fully grasping some lore/design choices in full, but for players deciding to play as a lizard over a human purely as a design choice and getting locked out of a good customization option, or picking a wig and being unable to make your character look how you prefer wearing an outfit because you picked a mutantrace over a human is not very enjoyable

i think this is a great change personally and one i am very, very welcoming towards. granting players the opportunity to customize their character how they want without worrying about, frankly, unnecessary restrictions is a very good thing imo. i personally think the cost is really steep for solely a stylistic change without any actual gameplay benefit, but i'm very happy to see this PR at all
Reply
#19
This being a trait feels really jank. I'm not against mutantraces having hair but this trait just doesn't feel right. I think them just having hair would be preferable than having a hodgepodge of traits mixing with eachother.
Reply
#20
have no strong opinions on Whether This Should Be Merged, but I agree with dimwhat that it being a trait is jank as fuck. a trait that exists purely to work in conjunction with another trait is already a weird unprecedented edge case, and it's not made better by the theming of "glue enthusiast". not only is it pretty unintuitive - superglue generally has very little to do with hats or wigs or even applying things to one's body - but it's also deceptive. we already have space glue that does weird fun things, and the proposed trait is not related to that at all

if it must remain a trait-contingent trait, I'd recommend changing the name to be something wig-related. would not recommend keeping the glue in the spotlight unless you do more glue things with it
Reply
#21
(08-18-2024, 02:03 PM)klushy225 Wrote: I think it would be difficult to remove this feature. Not mechanically, but ah, it would probably cause a big stink when a feature that people have been begging for is removed. I more so meant easy to remove as in, letting the mutantrace rework handle mutantrace hair if it does without this trait.

That's my concern here, really. This feature would be, at best, viewed as temporary. But i csnnot see how we will be able to remove this without spanning multiple discussion threads.

Look at the mess that was the security access unification discussion. We would run headfirst into something similar.
Reply
#22
I don't think the ability to wear hats and wigs for mutantraces should be removed at all, I only meant that this admittedly jank implementation of it is only temporary. I specifically chose to make this a trait, as to make it easier to replace with a more elegant system when the mutantrace rework does arrive.

Also, I changed the trait name. Still not great, but I do agree that "Superglue enthusiast" was a stupid name.
Reply
#23
The new name is good, might want to adjust the changelog entry to reflect
Reply
#24
Yeah ok Would be better to divorce this from traits, but you work with what ya got.
Reply
#25
(08-18-2024, 06:43 AM)junori Wrote: Mutantrace rework has been talked about for years at this point with no word on when it’ll be done.

it will be done when you code it, nobody gets paid for working on this game smile
Reply
#26
im down for this because ive been told to hold off on pring the mutantrace thralls I have sprited for the rework so yeah

lettem hat it up
Reply
#27
I think this is more of an inevitability but really, I think DimWhat/Waffleloffle said it best -- this just feels like a jank sandwich and really only makes sense if you're already deeply invested in the series of events leading to mutantraces 'kind of having hair, but not really'. Also kind of curious -- do saurians get to chose hair color which differs from their scales? Feels like a thing that should exist at this point if they're straight up Going To Have Hair, because to be real, that's where this is going.

Other than that I like the idea of the PR, but maybe tying it into space glue to allow people without this trait to use it would be nice -- and have the glue with this trait do some Cool Stuff besides just allow mutantraces to apply wigs.
Reply
#28
No, the hair coloring works the same. I'll work on making a way to separate that, however, one of my main goals for this PR is not to touch the mutantrace code too much, as I've already explained. Doing that would require changing up the character editor, as the current system of having hair colors determining mutantrace colors is really jank, and needs a rework anyway. I suppose I could make the glue bottle have a little space glue in it, but I'd have to find a way to transfer the styles from a wig to the bioholder(person having the wig glued on.)
Reply
#29
the usual disclaimer "i do not speak for the team, i have my own individual opinions, etc", thank you


(08-18-2024, 06:51 AM)JOELED Wrote: This solidified my belief that the lack of mutantrace hair is a dated construct that is doing more harm to the game than good at this point.

this is largely my take on the matter. i don't like this pr, not because i don't like the idea of mutantrace hair, but because... well, to put it bluntly:

(08-22-2024, 09:38 AM)Meggal Bozale Wrote: ... this just feels like a jank sandwich [...]

Feels like a thing that should exist at this point if they're straight up Going To Have Hair, because to be real, that's where this is going.
i would rather just give them hair.

to return to the original post i'm quoting:

(08-18-2024, 06:51 AM)JOELED Wrote: Hats are a very important part of departmental identity.  Sprites on the main body are a great due to having more real estate, but they're more frequently muddied by the amount of shared real estate going on (jumpsuit + suit + backpack + belt + in-hand) vs the hat which sits atop the sprite with not much else going on up there. There was a palpable difference in at-a-glance recognizeability on the codebase I witnessed this on, and they didn't even have the current level of out of uniform dressup game shenanigans that Goonstation does.  HoS berets, secoff helmets, chief engineer/engineer hard hats, captain, chef, mail courier, and detective all have distinctive hats off the top of my head, and even if a handful of them will still eschew the hat for some other kind of drip from the clothing booth, having even one more secoff with a helmet would do wonders for visual readability.
As a bonus, it would be a positive for gang rounds in the same way IMO.  From my experiences, many people who take the wig trait currently will not wear their gang hat unless they're actually in a fight, since it's one or the other and the bonuses don't really come into play until you're doing something that actually needs them.

this is the same kind of experience i've had when i've tried to play a mutantrace. i like hair because it's visually distinct; people frequently try to steal Mir's hair (or run off with it like a trophy when it drops from a gib). it's one of her defining features.

i tried to make a lizard character that i use sometimes, and use the wig trait, because cool hair is a nice way of being visually interesting. immediately i'm greeted with a conundrum of "either you get to wear the mail courier cap, or you get to have hair". and that's not really a choice that i think contributes to making the game fun or interesting for anyone.
Reply
#30
I agree that simply giving mutant races hair would be the best option. It would be much less janky than this, and the solution would be quite easy to implement. I only made this a trait as to appease those still on the fence, and maybe ease into mutantraces getting hair before making a full plunge into it. I could make a separate PR that straight up enables mutantrace hair as well, and have two concurrently running.
Reply


Forum Jump:


Users browsing this thread: 25 Guest(s)