While this might work for a bow, how about e.g. fishing? Would a fishing pole without a fishing line work? At the moment I would have a tendency to implement them as a long line of voxels which are sized down to be smaller than the standard voxel used for the item where such a line is attached to.
im actually ok with the “assumed string” design… its sort of inline with the missing arms from the models…
as for fishing, i suppose the unit would be holding the rod, and it would have a corresponding piece of [square] bait in the water (bobbing every so slightly)… or perhaps, they use nets to collect the fish?
Nets would be an idea… but also require thinner lines than one voxel of the picture above. For sure a bait in the water would indicate that the fishing line is thrown… but not sure if it would look nice. It would also take away a bit from the animation to throw the line… if your settler just swings a stick around, no?
Just trying to think about other occasions where thinner lines would come handy.
For sure if “thin lines” do find their way into the game they need a proper animation… that is somehow a core assumption behind my considerations. A bowstring needs to behave like one… and a fishing line needs to “fly around” while the fisher is swinging the rod. Now the question is if this is all worth it…
W[quote=“voxel_pirate, post:12, topic:2327”]
not funded via Kickstarter
Well, you know, the Kickstarter kind of made it their job to do that… so they can work on it all day with little to nothing (besides lunch, of course) coming between them and making an incredible animation… And you threw this together in about, what, 15 minutes? Maybe 20?
It can be “invisible” because for most objects it’s fine. If you want to make a net or something you can just bulid (make) it like normal. Once it’s been rendered it will look less blocky and a bit smoother.