Recent Posts

Pages: [1] 2 3 ... 10
.708 works fine on my OSX machine. What errors are you seeing?
Still unable to launch on my OSX =/
And don't forget you can get your first Spire ship now!
Oh, right, silly of me not to mention that :)
And don't forget you can get your first Spire ship now!
AI War II / AI War 2 v0.707 Released! "Activating Mk2 Grinding Machine"
« Last post by keith.lamothe on February 17, 2018, 09:09:37 PM »
Release notes here!

Before I talk more about the release, I should note that the GUI focus groups ( here ) are being an enormous help. Thanks so much to everyone helping there! We're nearing a final design for various pre-game screens (main menu, lobby, etc) and look forward to getting those implements while the discussion expands to include the in-game screens when it's time for that.

Ok, back to the release itself:

This one is actually part 2 of a release; part one was last weekend.

These notes get a bit difficult to write because there's a lot of "we worked on everything!" going on lately. If you want to know what changed, the wiki notes linked above are your best bet.

Nonetheless, here are some highlights:

1) Tons more units have been wired up with their proper models and formations (continuing thanks to Pepisolo and Goldenwolf for that)

2) The settings menu has been reorganized with the many different settings divvied up amongst tabs. Thanks, Badger!

3) The bottom-left menu has been heavily redone. Doesn't look any prettier, but I hope it's easier to use and less confusing. Among other things, it now responds to the F1-F9 keys instead of the 1-9 keys, so it doesn't have conditional conflicts with the control group numbers. This also allows it to return to always-shown status (and only one base menu, instead of two context-specific ones, which caused a lot of confusion).

4) Lots of balance changes. Notably, the Warden Fleet is now much less in your face and much less powerful. It was doing its job of countering player attacks, but it was doing it too well.

5) Many performance improvements, most notably the organization of individual squad ships into subsquads that save on lots of unity transform updates.

6) The title screen is now much improved based on forum feedback.

And a lot of other stuff.

AI War II - Interface / Re: GUI Focus Group: "Start New Game" P2: Lobby Interface
« Last post by Elda King on February 17, 2018, 09:11:09 AM »
Either could work. Leaving space at the borders and centralizing the menu could also work if you fill the borders with a background or something.

What kind of change would need to be tracked in singleplayer? I can only think of randomizing the map/new seeds, and that would be better solved with a button to show history or to go to previous/next.
AI War II - Interface / Re: GUI Focus Group: Main Menu
« Last post by powpow on February 16, 2018, 07:55:44 PM »
I'm definitely in the "Click" camp, not "Hover", to expand menus. It feels more emphatic and natural to me.

I'm leaning more towards profile rv 5 purely because the "Select Profile" text is more central and attention-grabbing. I wouldn't be unhappy with rv 6 though.

Off topic: Sleeping Dogs does have a logo but it disappears when you start clicking on the menu. Don't know why it was designed that way.
AI War II - Interface / Re: GUI Focus Group: "Start New Game" P2: Lobby Interface
« Last post by etheric42 on February 16, 2018, 05:16:27 PM »
You make a really good point.  I'm going to brainstorm a bit for revision 8.  I think that text box is still going to be useful for tracking changes in some fashion (think CRPGs where you have that log "Bert attacked Goblin for 4 damage.  Goblin is SLAIN!")  Maybe I can shrink it and fill the new space with some more art, or just increase the amount of negative space between sections?
AI War II - Interface / Re: GUI Focus Group: Main Menu
« Last post by Atepa on February 16, 2018, 04:57:24 PM »

This is the icon I was thinking of for external browser links, as for other words; browser or maybe even just Web or website could do the trick too. I'm sure there is another good word for it as well.

I figured that's what the credits question mark was for, heh. Really I just want another excuse to keep the game open and running while I listen to the music but not just start at the start menu. :)

Yeah, Chris posted the video of his mockup yesterday I think it does better to highlighting the game name/company, but I also was kind of fond of it on the ship itself it was 'clever' so I could take it either way.

And now... from video gaming for the long weekend. :D
AI War II - Interface / Re: GUI Focus Group: "Start New Game" P2: Lobby Interface
« Last post by Elda King on February 16, 2018, 03:09:22 PM »
There is a lot here to discuss... in general, I like the mock-ups better than what the game currently has. I like that it has different sections for map/human/AI/other factions instead of tabs, and it is better separated (players separate from AI). I also like that you have the basic info in one screen and buttons to open advanced menus for each category - easy to navigate but you can just ignore it. I like the option of creating presets. I like small squares for colors instead of listing the color name.

But one thing I really dislike: as someone who only plays singleplayer, I absolutely hate when the menus for singleplayer have multiplayer specific options. Few things say "this game isn't intended to be played like this" more than having the interface cluttered by a lot of useless options because multiplayer is assumed to be default. Chat window, host options, multiple slots for human players... all of that is making the singleplayer interface busier for no purpose, and unfriendlier. For me either multiplayer has a different menu or you have a modular interface where multiplayer options only appear if the player chooses a multiplayer option.

(About using the chat window as a log in singleplayer... a text log is a pretty ugly interface most of the time. Everything you need to know should be indicated somewhere else by the options current selected, and any changes you want to revert should be done through the interface. It only really works for multiplayer chat, where you can have messages about other players' actions or server state.)

I also think that both "Other options" and "Other factions" are advanced enough that they could use a sub-screen for themselves, making the basic screen just the bare minimum. Customization is super nice, but the default should be good enough for starting out.

Another somewhat minor suggestion: in the basic screen, it could perhaps show a nice big image of the selected Ark instead of just it's name? And maybe give minor factions a representative image like the AI factions, if there is already art available that would work. It could go a long way in giving them some identity.
Pages: [1] 2 3 ... 10