UI/UX Artist: The Quick Auto-Designer

UI/UX Artist: The Quick Auto-Designer

Hi everyone. This is the UI/UX artist Paul. This week I have a work in progress of the new Quick Auto-Designer, explained briefly at the beginning of our last Twitch stream. The Quick Designer is a simplified miniature version of the Auto Builder subscreen that players will be able to bring up on the fly to make fast ship design orders without having to go through multiple menus or even leave their current screen. It will be a pop up window accessed via the Omni Ball tool and thus accessible regardless of what one has in front of themselves. Further additions are forthcoming!

Fixed Terrain Equation and various stability improvements

As with any game, sometimes the big things are the small things.  At a certain point stability is more important than new features.  To that end, while the visual issues with the terrain had been fixed before, there was the "to hit" problem, that sometimes made things hit mountains that weren't there, or allow ships to fall beneath the ground.  This was true with firing at the ground as well, that the equations only worked in the current "MegaTriangle", rather than crossing onto the next one.  This now works as well.  A new "Font Display" system has been added to the system that while used for debugging, paves the way for an in-game console.  The factories would tend to make micro ships, so now the scaling has been corrected.  More controls have been added to the flight screen, so holding down Shift while cycling through the ships will cycle through healthy enemies, while holding down Control (CTRL), will cycle through healthly friendly ships.  Selecting the closest possessable ship, will no longer select one piloted by another player.  Also, the command will toggle between the two closest ships, not just the closest.  The Friend or Foe system which be been plaguing the game since the beginning is being worked on.  Part of it has been solved because it wasn't being sent across the network or to a save game file.  That part as been resolved.  Ships designed by a client player will now correctly be sent across the network to the other clients.

A new public release is now available on Game Jolt that has these fixes and many more.  There is a patch notes that goes over all of this and more.

 

UI/UX Artist: Art Evolution II

UI/UX Artist: Art Evolution II

Hi all. This is your UI/UX Artist Paul here. The Ship Builder Screen's visual uplift is going along well. Further refinements to the readouts and window arrangement are being implemented, as well as new features such as dedicated Tool Tip windows for various screens. This collection of subwindows are almost wrapped up, so a few more minute design tweaks are forthcoming.

Full story »

The Warmaster's character reference pt 1

The Warmaster's character reference pt 1

Recent game updates have included more character to the Warmaster. He's even got a name now... Ares! With these updates I'm in the process of giving more detail reference of Ares. 

Full story »

UI/UX Artist: Art Evolution Update!

UI/UX Artist: Art Evolution Update!

Hi all. This is your UI/UX Artist Paul here. As our various screens are filled out graphically and new trends and aesthetic solutions are developed for newer screens, the older screens have begun to show their age. Hence I have been working on updating the Ship Builder subscreens to reflect our most recent aesthetic standards. Here are a few side by side comparisons, with older screens on the left and the newer look on the right:

Full story »

Final texture of the last ship gun

Final texture of the last ship gun

Render shots of the last gun for the ships. More will be created in the future but for now this is the last one.  Modeled in blender and textured in 3dcoat.

Full story »

Updated shaders and a Public Demo Release!

Updated shaders and a Public Demo Release!
Updated shaders and a Public Demo Release!
Updated shaders and a Public Demo Release!
Updated shaders and a Public Demo Release!
Updated shaders and a Public Demo Release!
Updated shaders and a Public Demo Release!
Updated shaders and a Public Demo Release!

So I was fiddling with a new shader program, and I tried to get the game's main shader running in it, and I was able to finally tweak the shader to show texture level shininess correctly.  You can see how it normally looked (the First in each series).  The first tweak made everything looked like it was made of plastic (the second).  Inverting the shininess value of the texture made things look like brushed metal, which is what I was hoping for, so I am keeping that (the third in each series). ;)  Enjoy!

Oh, and BTW, there is finally a downloadable demo for the game!  It doesn't have all the features turned on that you see in the livestreams, but it allows for the flight tutorial, a single player "wave" challenge, and the multiplayer is active if you look at the older livestreams (such as fleets and capture the flagship, etc.).  The updated shaders aren't in that release but will be in the next one.  (Yes, it will be tweaked over time for a better experience!).  It's a first attempt at a release so there are bound to be issues, since everything is a work in progress.  But at least everyone now can enjoy what has been worked on and know it is real. ;)

It is over on Game Jolt:  https://gamejolt.com/games/rank-warwaster/505092

Please like and follow!

 

UI/UX Artist: Build Menu

UI/UX Artist: Build Menu

Hi all. This is your UI/UX Artist Paul here. This week I have an update for the RTS Screen: a more modernized menu backdrop for the popup Build Menu. The established theme of blue glass with transparency is being continued here, with further refinement on the way as we feel it out how much of the menu we want to be able to see through before losing sight of the icons displayed amongst the mess of the battle happening in the background. 

Full story »

Last two guns

Last two guns

Last two gun models of the batch. I'm still in the process of the 4th gun but the next step is baking and texturing. 

Full story »

New Font System

New Font System

Until now, we've been using fonts optimized for the displays that were standard years ago. These classic fonts worked well enough, but not well per se. This has all changed now, as we've updated our font engine to use modern fonts, and the difference is significant: above, the new version; below, the old version.

New Font System

The best part of the new font system is that it's font-agnostic; if we come across new fonts that we like better, we can just drop them into the game and they'll work. Here are some screenshots of the research and asset screens, in new and old versions:

Full story »