UI/UX Update: Old Screens, New Look

UI/UX Update: Old Screens, New Look

After an intermediate set of placeholder backdrops for the sub-screens, we are now zeroing-in on a final and cohesive "look" for the various screens in-game. Here is a static preview of the Auto Builder, a component of the Ship Builder Screen, which allows players to set parameters for what ships they want to be manufactured on-order by the game's AI itself leaving players free to continue their activities in the real-time game world. Because it's good to have a in-house chef. ;)

Config Screen Update

Config Screen Update
Config Screen Update

Taking a break from the Terrain Engine, the Config screen needed to be rebuilt in the new control set.  And for the first time, screen resolutions can now be picked in the game, rather than forcing a command line option to set the resolution.  So this is new code.  I plan to finish it up in the next day.  The graphics are from the old system, and it is unlikely to be updated for the crowd funding release.  We just don't have the resources to do fresh graphics for everything.  Expect where there effort has been going to be posted soon.  To me, having the screen and monitors selectable is a big deal since the old system never had it.  As different people had different monitors, I had to manually program in a command line option for their favorite resolution.  Now I don't. :)  It defaults to 1920x1080, and then you can select what you want and save it.  Work still needs to be done on the config screen, of course.  The controls only show keyboard bindings and don't let them be changed yet, but that should be done very soon, so I can retire the old config screen.  I plan to tackle the navigation screen very soon.

Working on the Terrain Engine Again.

Working on the Terrain Engine Again.

I am working on the terrain engine again.  The shipbuilder is functionally done finally, but not graphically done.  I'm sure play testing will have more changes and updates.

I actually fixed a lot with the planetary UVs.  Everything matched up.  It was wonderful...Then I had to mess with the code to make LOD changes, and now things don't mesh up again.  But things have been prepared for. ;)  I have old code that did the meshing of different resolutions, I just have to resurrect it and adapt it.  Now that I can do HiRes renders of the Perlin Noise and see what it actually looks like, I will start to tweak that too, since it is far too "rocky".  I may just ask for a fixed HiRes Height map from one of the artists, since in the end, it would yield something nicer and more consistent.  Time will tell.  Meanwhile, I have to fix the LOD alignment.  Once that is done, I can update the shaders to have multiple texture and normal maps rather than just one set. This will allow HiRes detail, which currently the terrain doesn't have other than structurally.

First look at finishing up Shipbuilder: Playing with the OpenGL windowing interface

We are getting closer to a finalized look for the shipbuilder.  I am also showing off here the new skinable windowing interface that lets me put controls on.  This is all using "OmniGrids".  And no, the interface shouldn't be allowed to do this, but it CAN do this, so why not for fun. ;)

 

More of the Spash Screen, now with MUSIC!

Seeing this animated and hearing the music really takes what is going to a new level.  Special thanks to Chris and Paul for making this possible.  While still very much in prototype, it really feels like a lot is finally coming together!

 

First prototype of the Splash Screen!

First prototype of the Splash Screen!
First prototype of the Splash Screen!

The Splash/Loading screen is finally up!  The graphics are not finalized, but I now finally have the version number visible.  I am sure more will be added over time.

 

Planetary hitting Code Finally working!

Planetary hitting Code Finally working!

TLDR;  Beams (and everything else) finally hits the Terrain Surface properly!  What this also means is the building code finally works again, because you can select a spot you want to build a building on the surface!

While the code to touch the surface immediately beneath something has existed for a while, tracking across a surface is QUITE different because of how mountains and other surface details work, and how much more complicated it is to do that.

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Seeing ships and chain gauges in game

Seeing ships and chain gauges in game
Seeing ships and chain gauges in game
Seeing ships and chain gauges in game
Seeing ships and chain gauges in game

We're really progressing I was just looking at the new release and wanted to share a few screen shots of what models look like in game.

Update on the User Interface!

Update on the User Interface!
Update on the User Interface!
Update on the User Interface!

Hello all! It has been two months since the last blog update, but the dev team has been hard at work. Here is a snippet of most recent state of the UI/UX Library. We are now officially progressed to the point where sectioning them into their respective sub-screen categories. From now on all upcoming icon update will be presented in this contextualized manner. So with that, here are the updates from your UI/UX designer! 

The first image base icons show the root level of the radial interface, as well as a few of the immediate sublevels and some "particle" icons that specify further actions with the same category. 

The second image presents the newest set, the Ship Builder screen icons. These are the icons for the controls used when building and customizing player-made ships.

The third image shows the radial interface in its expanded secondary ring form, along with several of the new icons placed within (several are dummy repeats for the sake of spatial referencing.)

UI Icons

UI Icons

Here is a WIP screenshot of the icon set that will be used for the different levels of the Omni Ball user control interface. Further updates are pending. In full implementation these will be grouped by category making up the branching levels of the Omni Ball. For now this is a sneak peek at the aesthetic style of the user interface's components.