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Development Update - 23rd November 2012


Chris

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Development update time! I hope everyone is excited. I've spent most of the week working on UI designs and am about ready to throw myself off the nearest bridge. Interface design is the WORST POSSIBLE job in the universe, I've decided. That's why I'm typing this while munching on a ready meal by myself in the office at 8.30pm on a Friday night, something that one would hope I'll not be repeating in the near future.

Possibly because I've been working such long hours this week, it's been very productive. I've had the final UI design hanging over me for literally months, something I never wanted to start on because it would require at least a week of working 12-hour days to get all the screens done.

It's not really something you can do in short bursts because you need to ensure consistency between all the screens and that's something that is lost if you don't do them one after the other (you can even see the different between the screens I did three days ago and those I did today). Also, these will be the final UI designs so they have to be pixel perfect or they might be implemented wrong - I can't just be lazy and use placeholder stuff any more!

The good news is that I've completed eight of the ten concepts (subject to the odd tweak to improve consistency) and only have two left, the Geoscape and the Xenopedia. The Geoscape one requires some more art done before we can finish it but I think we've finally worked out how we can improve the usability and make it more immersive / consistent with the other screens at the same time. I'm pleased with how it is turning out, and I'm very pleased with how the completed UI screens have gone too. The combination of the new immersive style and the old-style topbar with updated art seems to have preserved the best of both ideas. I'll post them up for you guys to look at tomorrow, possibly.

Next week holds the joys of slicing up all of the graphics for all of the UI screens and writing a document that details all the dimensions of the graphics in / the eventualities of how the player can interact with every UI screen in the strategic part of the game. Yessir, that's what I got into game development for!

Though it won't be particularly interesting, it does let the Geoscape coder get to work on finishing that part of the game. I honestly think it'll probably be the most exciting change we'd made to a public release since we joined the Geoscape / Ground Combat parts of the game together. They'll simultaneously look much better and convey much more information, so everybody wins. It also means we'll finally start fixing up the UI issues, rather than just saying "we'll do that once the new UI is in place".

With me refusing to answer emails for most of the week, the rest of the team have got less done than they would usually, but we've still made progress. Most notably, Aaron is continuing to power through generating all the Xenonaut Base props and we'll have all the starting buildings done early next week, which means we can do some iteration of the base defence missions. You'll like the base tiles - they look really nice.

Speaking of iteration, we've got good feedback on the first map we posted up, so thanks for anyone who helped us with that. We'll release more next week, though the new UI takes priority there. Good news, though - we can now support custom Xenonaut squad armour and weapons for individual missions, so we can do the scenario testing we mentioned a few weeks ago now (read: testing the flooplans of all the UFOs and the alien bases). GJ is also committing some improved AI code shortly, but whether it turns the aliens into deadly combatants remains to be seen - but they should be better than before at least.

He's also coded the online stat tracker for the game, which records information when you play the game and sends it to a modified version of Google Analytics so we can crunch (anonymous) numbers to analyse the game balance. Essentially it means we can get feedback from anyone playing the game, even if they can't be bothered to post on the forums - which stops us producing a version of the game tailored only to the super-enthusiastic / capable crowd that tend to be overrepresented in the forum community of a game. Apparently we need to do a bit of work with a code library (or something) to get that working, but it's 99% done. I'm looking forward to that.

There's probably been other stuff, but I forget it. It's been a busy week and I'm going home. Enjoy your weekends, everyone - I know I will!

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