
The 3D UI has been decluttered giving the Zones a more open feel and the 2D UI has matured.
So before we delve into creating the tutorial and adding new stuff we thought it prudent to get rid of the prototype UI elements and really look at how we interact with the game to make things a little more involving and intuitive.
As you can no doubt immediately see, a number of things stand to change in Update 6 as we sweep the prototypeuser interface under the table and replace it with something altogether a little more mature.
Spatial User Interface (Battlegrid)
Some of the feedback coming from you guys mention that the Overhaul doesnt yet fully capture the majesty of space. After breaking the scene down into its abstract parts and questioning them we found that the grid and border around the game edge made the maps (or Zones) feel a little claustrophic. Whats more,
when polled, 70% of you hinted that we should explore an alternative to the grid based reference plane.
Your wish is our command.
Previously the levels were pizza box shaped; now weve changed them to a cylinder shape. Not only does this feel more fitting when combined with the radial camera, it gives us an better sense of scale and to us, feels a little more natural. The proof of the pudding will be in the eating and we look forward to feedback on that.

The overall composition of the UI improves the games general ambiance.
2D User Interface
The fleet panel (top left) has been condensed reducing the full width faction logo icons which looked a little dodgy at resolutions below 2K. Unfortunately we couldnt keep all the large hologram fleet icons on screen at the same time because it lead to scrolling, but clicking on the smaller tactical icons and Soft Group icons will correctly filter the lists.
We have removed the health bars on the fleet icons and made the hologram image of the ship itself the health bar. Quite a bizarre little tweak but its surprising just how much it assists us when looking for damage status and as a bonus its more aesthetically appealing.
The situation panel (top right) has also been reworked.
Previously we had square Zone icons with numbers that made the thing look a little like a bingo calling card, now weve replaced them with pictorial representations of the contents of a Zone. If a Zone is dark, its still listed making it much easier to track changes as you and you allies chart space. It also makes more sense as this is known space so really as a Commander you would know how to get there just not necessarily what awaits you
Otherwise weve tweaked the fonts, position of the elements and how they react when you use them to give the whole thing a more polished feel.
Zone Map

Picture additional planets orbiting that Sun, with lines joining the Jump gates between them. We're not ruling out orbital mechanics either.
Update 6 will see some cosmetic dressing to the Zone map with large amounts of work going on under the hood to prepare for additional planets. Again the Zone icons have been replaced with images, all Zones are now shown and an orbit line added for the example Planet Ares around the systems Sun.
Its important to note that the Zone map looks cluttered because weve added a larger number of Zones to a single planet than we might normally. As we add additional planets we can expect to spread things out a bit visually.
Lessons from the old Alpha

The old menu screen is back!
We put a lot of work into that old Alpha and in the transition its possible that we might have forgotten about some of the advancements it offered us. (Remember you can still access the old Alpha using the BETA tab in the game properties.)
Some more feedback indicates that the dedicated Hangar from the old alpha is quite sorely missed. Were happy to report once the tutorial has been completed and we've switched on a few more key mechanics well be bringing that back.
Weve also resurrected the original menu screen showcasing the newest ships as we were missing it!
Thats not all
Throughout the duration of Update 6 well really be addressing the user experience (UX). The tutorial is quite a common request now but that actually tells us that things arent quite as obvious or intuitive as they need to be.
An example of this will be the inclusion of a small contextual menu when you click on a Ship or Space Object. This will allow you to quickly access actions such as Open Comms or Attack, perhaps hide in a Space Object without having to mess about with context targets or the ability bar.
Well also be looking at the Zone and Space Object tooltips do they really tell us what we need to know?
Whats more, we have 5 new ships about to land including fixed weapon attack Cruisers and pirate aberrate variants and well also be adding in some random encounters.
Update 6 is just being polished off and should land in the next few days.
We hope this demonstrates how quickly things are moving now as we continue the process of adding and refining, and we hope you join us in our excitement as we continue cramming this thing full of win! As always, thanks for the continued support and if you have any feedback please hit the forums or even the comments below you should know by now that we are very good listeners!
[ 2016-12-14 19:25:09 CET ] [ Original post ]