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Steam News30 May 20224y ago

Beta 2 - UI overhaul, Soundtrack

Greetings 👋, First of all, I want to thank you for your kind words in the previous update. It’s very touching and meaningful to all members of our small team.

In this update2

Full notes

Full Farlanders update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings 👋,

What changed

0 fixes5 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Store
addedCurrently, the game development is going with a good tempo, we had some difficulties with getting back to work, but it’s all good now. I also spent some time looking for new people to join the team (will talk about it).
changedUI overhaulProbably, in this update, the most time was spent on overhauling the user interface. It was planned a while ago, but we were waiting for game mechanics to settle. I want to thank Alex from Crytivo who helped me with the redesign. Overhaul affected almost every UI element in the game. Some were beautified, while others were reworked from scratch. As you can see below, the game screen was changed significantly.
addedUI overhaulTo me now it looks more clear and consistent. But I’m most proud of what we’ve achieved with building preview and tile selection panels. Building preview appears directly near the building icon that you hovered over. Information is divided into blocks and depending on the building some blocks might be disabled/enabled. For buildings that have a unique action, we will also display a block with a simple “GIF” that will show how the building works. For this panel, I took some inspiration from the Terra Nil demo, which is a great game btw.
addedUI overhaulFor the selected tile we have a similar interface, but with few twists. Some blocks that are no longer important (like allowed terrain) are removed, and instead, there are a few new blocks: building progress, minerals capacity (for factories, or mineral tiles), research progress (for anomalies research), and others. Also in the top right, you can see a module button, which could be expanded into a fully-fledged interface for modules installation.
changedUI overhaulAnother interface that was tricky to make is the trading screen, before this version we’ve already made a few iterations on it. This time we made it as simple as possible – each trading proposal has a number of traded goods, a price that you pay/get, and a green/red bulb indicating if the offer is good.
changedUI overhaulProposals for sale are located in the same column as proposals for purchase. In the future we might make few small changes to it:

Farlanders changes

addedCurrently, the game development is going with a good tempo, we had some difficulties with getting back to work, but it’s all good now. I also spent some time looking for new people to join the team (will talk about it).
changedProbably, in this update, the most time was spent on overhauling the user interface. It was planned a while ago, but we were waiting for game mechanics to settle. I want to thank Alex from Crytivo who helped me with the redesign. Overhaul affected almost every UI element in the game. Some were beautified, while others were reworked from scratch. As you can see below, the game screen was changed significantly.
addedTo me now it looks more clear and consistent. But I’m most proud of what we’ve achieved with building preview and tile selection panels. Building preview appears directly near the building icon that you hovered over. Information is divided into blocks and depending on the building some blocks might be disabled/enabled. For buildings that have a unique action, we will also display a block with a simple “GIF” that will show how the building works. For this panel, I took some inspiration from the Terra Nil demo, which is a great game btw.
addedFor the selected tile we have a similar interface, but with few twists. Some blocks that are no longer important (like allowed terrain) are removed, and instead, there are a few new blocks: building progress, minerals capacity (for factories, or mineral tiles), research progress (for anomalies research), and others. Also in the top right, you can see a module button, which could be expanded into a fully-fledged interface for modules installation.
changedAnother interface that was tricky to make is the trading screen, before this version we’ve already made a few iterations on it. This time we made it as simple as possible – each trading proposal has a number of traded goods, a price that you pay/get, and a green/red bulb indicating if the offer is good.

First of all, I want to thank you for your kind words in the previous update. It’s very touching and meaningful to all members of our small team. I’m sorry that I didn’t respond personally to each comment, that’s mostly because for some reason I don’t feel comfortable when people say nice things to me.

Currently, the game development is going with a good tempo, we had some difficulties with getting back to work, but it’s all good now. I also spent some time looking for new people to join the team (will talk about it).

I decided to change the format of this devlog and instead of the video I made an in-depth text version. Hope you will enjoy it.

UI overhaul

Probably, in this update, the most time was spent on overhauling the user interface. It was planned a while ago, but we were waiting for game mechanics to settle. I want to thank Alex from Crytivo who helped me with the redesign. Overhaul affected almost every UI element in the game. Some were beautified, while others were reworked from scratch. As you can see below, the game screen was changed significantly.

To me now it looks more clear and consistent. But I’m most proud of what we’ve achieved with building preview and tile selection panels. Building preview appears directly near the building icon that you hovered over. Information is divided into blocks and depending on the building some blocks might be disabled/enabled. For buildings that have a unique action, we will also display a block with a simple “GIF” that will show how the building works. For this panel, I took some inspiration from the Terra Nil demo, which is a great game btw.

For the selected tile we have a similar interface, but with few twists. Some blocks that are no longer important (like allowed terrain) are removed, and instead, there are a few new blocks: building progress, minerals capacity (for factories, or mineral tiles), research progress (for anomalies research), and others. Also in the top right, you can see a module button, which could be expanded into a fully-fledged interface for modules installation.

Another interface that was tricky to make is the trading screen, before this version we’ve already made a few iterations on it. This time we made it as simple as possible – each trading proposal has a number of traded goods, a price that you pay/get, and a green/red bulb indicating if the offer is good.

Proposals for sale are located in the same column as proposals for purchase. In the future we might make few small changes to it:

  • Display icons under each column (resource) that are representing factors that are affecting the price. The main factor would be low/high demand for a specific resource. If you buy too much water – prices for water would go up

  • Somehow make it easier for new players to understand that after selecting a trading proposal you still need to wait for 1 turn for it to be delivered

Loans & Parties

In the previous update I mentioned that mechanics in the game are more or less finalized, but as you already know with release dates, I shouldn’t be trusted too much 😳. So we’ve added a couple of new small mechanics, that should complement the game economy, or in other words, give you more options to spend money. Those are:

  • Loans. Get money immediately, pay back each turn with interest

  • Parties. Pay money

Source

Steam News / 30 May 2022

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