I understand your points and where your coming from, but I would like to make a few points, though I am fully aware that many of them are mainly me.
Quote: "In almost every engine that has ever had a hierarchy system there have been options to hide it, show it, or even sometimes undock and move somewhere else. If you don't like it then just don't show it."
Fair enough, but personally I have never been a fan of programs where you have to turn half of them off to see a bit of screen to work with. Once you go down the full 'be like everything else' root, you do end up making everything very hard especially for new users, and it doesn't always make it better. I know this does't stand up as much or an argument on its own, but I'd like to point out the great thing about FPSC is its always been easy to make something straight off, without having to read up loads on each lament and how it works. When I first used Classic, I was amazed at how much I could get up and running in a couple of hours. Had there been lots of side panels I'd not known how to use, I'd probably have given up there and then.
To me, I'd need a system that seemed more intuitive, and not daunting. If I have 10000 entities in a scene, no amount of hierarchical grouping and searching will get me what I want quickly.
Quote: "But it certainly should be in the engine for those of us who really need it. ::raises hand::"
Again, fair enough, we are both obviously expecting different things from the same product, so it is likely we will never agree completely - from here it seems I'm expecting something more intuitive to people like me at the start, who are starting out on game design. You're looking towards an engine with all the full features of other engines - both perfectly valid visions, but rather conflicting.
Though after arguing with you before about the widget for moving stuff around, scale etc, and then actually using Reloaded for a full week getting a whole level done, you definitely win with that, a widget would be helpful
Quote: "You can also have it so that when you click the item to select it, that the hierarchy highlights the one selected. It's pretty basic stuff and typical of most engines."
Still, typical of most engines doesn't make it useful to all users. I can find out where in the list of entities my clicked on is, but none of this has actually explained the real benefit of having a such a list. I can store stuff in groups so I can operate on it all at once, I can then forget to add extra stuff to the correct group and loose it when I mover the group or whatever. I honestly can't think of a single situation where I wouldn't have a better solution (for me at least) to almost everything I could do with a hierarchy. Again my personal opinion.
Quote: "Hierarchy systems are designed to alleviate your confusion, not escalate it."
Glad it works for you, because it doesn't for me, I'm not being argumentative for the sake of it, I honestly find such things really confusing.
Quote: "specially if you can group items as you want, parent them, put them in defined layers, search for them"
I still don't see the immediate benefit to grouping items. You say put them in defined layers, that works for me in Motion 5, but I don't see how layers works in 3D where unlike Classic there are no layers or virtual floors. You shouldn't need to search for things everything should be intuitive.
Now I know we expect different things, but for me I'd find a super elect tool far more useful than a complex UI of groups etc. You'd select an area (Click and drag, or click a shape like the terrain brush). It would show a list of all the entities in that selection. You could select with say checkboxes which in the selection you want to alter. You then can have functionality to lock, move,scale rotate as a group how ever many you like of the selection. Then you can deselect and do something else. It provides you with a means to operate on many objects, without the need to store how things are arranged. Because of the way I work that works for me, its far more dynamic, I don't have to spend ages rearrangeing my groups because I want to move half my entities to the left and half to the right, etc, etc. It's a powerful tool activated by one button.
Thats my opinion. Its very possible theres some use for groups and hierarchies which will always remain above my head. For me a hierarchy has always worked for up to about 100 items, above that working in any software I've used that uses them (mainly Motion 5 its such a mess even with searching it takes ages to find and sort out what you need quickly, without overriding groups, and operating on bits from multiple groups, thus completely devaluating their purpose.
Thats really all I have to say on the topic, I can't justify my argument much further, this is how my opinion will stand. Developers should look for new intuitive options over tried and tested. Else tried and tested never gets there in the first place.
Don't take any of the above personally, its mainly just airing my thoughts - I'm sure you're a great guy
and probably far more professional than me in game design
Regards,
S
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