Item Suggestions Megathread

Yeah, I suppose that’ll work too

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But it could also change model and texture to differentiate it from regular button, if it were to be placed on the floor. I don’t think this should be too hard to do or even all that time consuming?

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perhaps like this one, there is a Severe Lack of Clown Content in Tower Unite. honestly Disappointed, not enough clownery around here. this is Completely Unironic

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image

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Towels. Small towels, hand towels, large towels, folded, slung over a rail, etc. Would be nice to properly stock a bathroom with towels.

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I would love some kind of Spawn Physics Item Volume for Condo I/O. It would have the ability to select a Physics Item that I own, similar to how the weapon pickup selector works, and/or maybe Workshop Physics Items. The spawn volume would act as its respawn point. Perhaps it could inherit the Push volume abilities to spawn at a particular angle and velocity?

Anyway, the goal of the item would be used to attach to movers and drastically increasing the potential for condo i/o based games. For example, making a coin pusher with a controllable dropper similar to Dragon’s Treasure.

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For the Particle FX item, maybe a floating dust particle?

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These two plants from Resort

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Square Woven Basket (Rectangle + Short Variations)



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I would love to see a lot of existing items be given a little more intractability, for fun/RP purposes. Sinks, tubs and showers especially be interactable but that’s more of a condo suggestion. Things like the phone, soda fountain, popcorn machine etc could have interfaces or position-independent animations that don’t use the player model (so it’s not an issue if they’re placed on a surface). Maybe the bed could have a seperate option for lying down instead of sleeping, leaving the player in that pose until they decided to get up.

I don’t expect to be able to open every drawer, I’d just like to see the cool furniture we have be made even cooler.

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I think items like phones (the modern and old versions) having a little ring or dial-tone noise would be fun touches. Plus, they could then be made into inputs for Condo IO for Story stuff.

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You can already do this with the Sound Emitter. I have one set up so the phone rings every x minutes, as well as flashes a light placed over the phone model and unhides a Dialogue Box so you can ‘answer’ the phone.

  • Put down a clock type item (grandfather clock, wall clock, alarm clock), Random Module, and Counter Module, and your Sound Emitter.
  • Set the Sound Emitter to the Phone Ring sound.
  • Set the Counter Module to have a Maximum of half of whatever average interval you want the phone to ring, in minutes. So if you want the phone to ring on average every 15 minutes, set the interval to 7.5. The reason we are halving the interval is because we’ll use a Random Module to double it and add more dynamics/variety. If you would prefer it to be a constant interval, just skip all the Random Module stuff and let the Clock handle its connections.
  • Set the OnReachedMax output of the Counter to Play the Sound Emitter. Turn off “Starts Playing” on the Sound Emitter. Set the Interval min and max to 3.0, this will give you 6 seconds per “ring” which is the actual average ring length.
  • Be sure to add a “Stop” connection to the Sound Emitter on a delay if you do not want it to infinitely loop. I would suggest 30 seconds to simulate a real phone.
  • On the clock, set OnMinutePassed to fire the Random Module
  • Set Random Module to have 2 maximum outputs. Set OnResult1 to Add 1 to the Counter Module. This will effectively make it a coin flip every minute whether it progresses the Counter.

You could also use a Timer Module that counts down 60 seconds and adds to the counter, instead of a clock item, but I’m just giving how mine is set up. I also have some other touches like a dialogue box that stops the ringing and plays a few sound emitters pitched in different ways so when they play together it kinda sounds like a decent phone answer sound.

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I mean, would it really be hard to just add and slightly remake an drawer opening animation for every wardrobe and other such item? It sounds to me, even though I am not a game dev myself or programmer of any kind and don’t wanna judge without knowledge, like it could just be a rather simple copy/paste job for animations with adjusting what’s needed for each one. Having said that, yeah, the Condos have ALWAYS felt incredibly disappointing with the lack of interactivity with items… It’s not just that there isn’t much to do, which is also an issue of it’s own, but why can’t we just interact with nearly half the items it would only make sense to be able to interact with?

It would require anything with a drawer to be almost completely remade, which is a bit more than is necessary. Plus there’s just… Not much point to being able to open drawers. There’s nothing that you’re really going to want to store in them unless you’re going ham with workshop models.

Adding interaction boxes to existing furniture is a lot easier, especially if you make the resulting animation not reliant on the player’s position. The soda fountain would just need particle emitters and the “dispenser arms” to be remade into movable objects instead of serious geometry changes to support it being opened and closed. On a similar note, I think things should avoid ending up like the soda machine, where they can be interacted with, but serve no purpose. If you dispense an item, give it to the player and simply don’t give it a sell price (assuming that’s the concern)

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I think I understand the technical side of things explanation now a bit better. Having said that though, I personally don’t think that everything in a game needs to have a purpose - Some stuff just to have fun and mess around with should still exist, even if there’s no point to it. To me, it’s making the environment, things you place and use feel a bit more real, lively and just interactive. Furniture with drawers and soda machine as it is now are a perfect example of that. We might not need the items with openable drawers, but more items should have interactions, no matter if it serves a purpose or not - For some people, the purpose is simply to mess around with things, roleplay and pretend to be doing things. Sometimes simplicity if you can just do anything with stuff you use is what people like and appreciate. I’m not sure if I’m explaining what I’m trying to convey any good here, it’s just that I do believe an interactable world is more believable, which makes it better, and not much more outside of that is needed - Even still, I wouldn’t be against interactable items that do have a purpose of any kind, it’s just that maybe not all of them need one. If you can just consume (press E and it disappears) the soda can from soda machine, you do it just for the sake of it, not expecting Units or (upcoming) Condo Currency. If you just throw it around, you do it for the exact same purpose.

Realistic mushrooms :pray: I’m surprised we haven’t got any yet

kuva

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ushy gushy mushroom season!!!

i wish i could go back in time and decide not to google that

How about a siren whistle? It’s what makes that sound in cartoons when a character slips on a banana peel (for example).

Here’s a sound effect of the said whistle:-

And here’s a picture of it - and yes, it says ACME on it:-

  • I actually own one of these IRL.
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People have said there’s not much more that needs to be done for the security keypad, but I think I’d have to disagree. I’d really like to be able to set multiple passcodes, each one with its own connection. The only alternative I can see right now is spamming like 30 buttons or something which is really goofy and awkward.

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