Development Update #11: November 2013

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Development Update #11: November 2013

Postby JoshParnell » Tue Dec 03, 2013 3:54 pm

Well folks...very nervous about general reaction to the UI direction. What do you think? :geek:

KS : http://www.kickstarter.com/projects/jos ... sts/683055
YT : https://www.youtube.com/watch?v=Ekq56VZqQvs

Really need to sleep :shock: :monkey:
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Re: Development Update #11: November 2013

Postby Kvallning » Tue Dec 03, 2013 4:03 pm

The idea of all the UI being one system is interesting. I enjoy that it's 3D and malleable, but I do miss the Matrix-y spreading effect the old editor had. This still blew my mind, though. That's putting it ridiculously lightly.
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Re: Development Update #11: November 2013

Postby Slymodi » Tue Dec 03, 2013 4:04 pm

Wow, we are living in th future :clap: :clap: :thumbup: :thumbup: :roll:

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Re: Development Update #11: November 2013

Postby Lum » Tue Dec 03, 2013 4:05 pm

Two words: In Credible :shock:
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Re: Development Update #11: November 2013

Postby mcsven » Tue Dec 03, 2013 4:15 pm

Fantastic work as usual Josh! I must admit that I burst out laughing in astonishment when you tilted the UI (and suffered my usual pangs of intense jealousy).

Do the features in the system maps actually correspond to things in the systems, or are they randomly generated for the UI?
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Re: Development Update #11: November 2013

Postby Gazz » Tue Dec 03, 2013 4:19 pm

I hate the fact that I can't play with that map just yet.


It will suck playing other space games with inferior navigation.


No one will want it changed back to a classic UI.
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Re: Development Update #11: November 2013

Postby JoshParnell » Tue Dec 03, 2013 4:20 pm

Excellent, feeling a bit relieved so far :)

Kvallning wrote:The idea of all the UI being one system is interesting. I enjoy that it's 3D and malleable, but I do miss the Matrix-y spreading effect the old editor had. This still blew my mind, though. That's putting it ridiculously lightly.


I'm definitely going to keep experimenting with layouts, especially for things like long lists, etc. where radial will not be a good choice for usability. I'm sure we will see hints of the old editor in places :)

mcsven wrote:Fantastic work as usual Josh! I must admit that I burst out laughing in astonishment when you tilted the UI (and suffered my usual pangs of intense jealousy).

Do the features in the system maps actually correspond to things in the systems, or are they randomly generated for the UI?


I was really hoping that would catch some people off guard (sure as heck excited me the first time I did it) :D Yes, the features are real. In this case most of the system contents are ore-laden asteroids, so that's what most of the nodes are (though you can sometimes see a larger planet node).

Gazz wrote:I hate the fact that I can't play with that map just yet.


It will suck playing other space games with inferior navigation.


No one will want it changed back to a classic UI.


:shock:

Next I'll be receiving cobbled-together cut-outs from old scifi magazines that read "CLASSIC UI OR DIE." Scary business :lol:
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Re: Development Update #11: November 2013

Postby ThymineC » Tue Dec 03, 2013 4:22 pm

(cross-posting here because for some bizarre reason I thought the announcement threads would be locked)

Holy shit that was incredible, Josh. I literally had an "Oh frak!" moment when I saw your interface go 3D, even though you'd alluded to that in your latest dev blog. Not to mention, the way that the universe map works is absolutely stellar. :D It's honestly one of the most beautiful things I've ever seen in a game. Goddamnit, now I've got nothing to look forward to until December 31st. Except maybe Christmas but meh. I just want to see more footage of this game.
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Re: Development Update #11: November 2013

Postby JoshParnell » Tue Dec 03, 2013 4:23 pm

ThymineC wrote:(cross-posting here because for some bizarre reason I thought the announcement threads would be locked)

Holy shit that was incredible, Josh. I literally had an "Oh frak!" moment when I saw your interface go 3D, even though you'd alluded to that in your latest dev blog. Not to mention, the way that the universe map works is absolutely stellar. :D It's honestly one of the most beautiful things I've ever seen in a game. Goddamnit, now I've got nothing to look forward to until December 31st. Except maybe Christmas but meh. I just want to see more footage of this game.


Means a lot coming from a philosophe extraordinaire, thank you sir! Very pleased to hear it :)
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Re: Development Update #11: November 2013

Postby gustavj » Tue Dec 03, 2013 4:26 pm

Even though this new node based UI is very new to me, and sth I definitively have to get used to, I think, you are on the right track with it. Not only fits it perfectly the scifi theme of the game, but the speed you are using the UI in the video is very fast! ;) Well done! :thumbup: I really like to see more of the UI.

Edit: on a side note, I really like these hemispherical things on those mining ships. Looks like a big sensor array of some sort.
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Re: Development Update #11: November 2013

Postby mcsven » Tue Dec 03, 2013 4:28 pm

I'm watching it again and still chuckling. To think of all that time we spent talking about 2D vs. 3D maps. At the moment the systems all appear to be in a plane; I am unsure if this should change (or how the UI would handle it). I can wait to see how this evolves, because it has such obvious potential (different colours for different systems etc. etc.).
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Re: Development Update #11: November 2013

Postby DWMagus » Tue Dec 03, 2013 4:32 pm

Is this McDonald's? 'Cause I'm lovin' it! :D
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Re: Development Update #11: November 2013

Postby Gazz » Tue Dec 03, 2013 4:34 pm

JoshParnell wrote:Next I'll be receiving cobbled-together cut-outs from old scifi magazines that read "CLASSIC UI OR DIE." Scary business :lol:


ransom.jpg
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Re: Development Update #11: November 2013

Postby rickisen » Tue Dec 03, 2013 4:51 pm

So Awesome !
Really like the New 3d UI. I like it so much I hope that this game will start a revolution and that someone will make a linux distro with only this as a UI. Would probably be great for file-managing and database editing and so on. Or browsing processes-trees and, well anything really. Wonder how it looks together with text-boxes.

Also the ships' shape look very awesome, shame it was a bit hard to see them though.
Liked the "sensor-speheres", it would probably look cool with some random antenas aswell and something that looks like a "bridge". And maybe some details like that don't have to be symetric.

It would be nice to see some small bright spots on the textures looking like lights from windows. Ships tend to look powered-down/dead without them.

I hope the new AI works out. I wanna see them kill each other in the next video! :evil:
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Re: Development Update #11: November 2013

Postby HowSerendipitous » Tue Dec 03, 2013 4:51 pm

Gazz wrote:
JoshParnell wrote:Next I'll be receiving cobbled-together cut-outs from old scifi magazines that read "CLASSIC UI OR DIE." Scary business :lol:


ransom.jpg


Do... Do you mean Fargoth's tree stump? :twisted:

Anyhoo, good video, liking the UI. Was that round thingy a space station?
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