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We have finished observing space dust and are happy to announce that Element v1.4 'Nebula' is available now in time for PAX Australia! This update includes a brand new tutorial, a redesigned and refined game UI, a bunch of visual changes, new narration and in-game dialog, improved native input, and updates to sound, effects, Unity, and assorted bits of plumbing. Thanks for all of your feedback and support, particularly those who helped test our new tutorial. The new tutorial is a more refined experience compared to the older one in v1.0, if anyone remembers it. The overall approach is much more interactive and does not take away the basic world control from the player which was a common complaint for us. We added full narration and changed the pacing to give players a chance to learn the basic controls before being guided through the game objectives, the units, and basic UI. In-world UI has been added to name specific player and enemy units, and offer suggestions for unit placement and targeting. The tutorial screens and UI have been streamlined by keeping text to a minimum and minimising to show the current task. Navigation hints help guide players through the menu UI for each task and highlight the most important bits of UI. Tutorials are a hard thing to get just right, so even if you're familiar with the game please try it out and let us know what you think. The other big update is the redesigned game UI. We have redesigned everything to look and feel much less complex. There's a brand new element display at the top of the screen that more clearly shows the state of the game, and how much element and how many mines the player and enemy have. It better reflects the player vs. enemy balance, and more clearly shows the element extracted by each player and how much element they are projected to get with their current mines. This takes away the guesswork in earlier versions of how much total element the player would have at the end of the game, so puts the player in a much better position to assess whether to focus on mining or destroying the enemy base. Other parts of the UI have also been updated and refined, like the energy ring, the base healths, the build limit, and the balance graphs. The central targeting hud has also been tweaked to remove unneeded icons and show the full names for units and other objects being inspected and targeted. These changes all add up to make the UI much easier to see at a glance, removing cool but largely unnecessary readouts and effects that made the game feel way more complex than it actually is. The game also has some visual updates, in particular around the mines and mine units. The player and enemy mine units now have tall lights to highlight their importance and make them easier to see when orbiting the world. Mines themselves now have element particle effects that make them easier to find and show when there is still some element left to mine. We have also updated the smoke effects that show when bases are damaged, and added damage smoke to orbital lasers because they deserve it. Also, there is now an alert message when orbital lasers are destroyed because that's a very handy thing to know. There are a lot of plumbing updates in this release too. Engine, Steam, input, sound, effects, and support for additional platforms, along with the usual tweaks, bugfixes, and optimisations. We're pretty sure that you will let us know if anything misbehaves. Please let us know what you think - leave reviews, start a thread or leave a comment in the discussion forums, or tweet @flightlessnz. Enjoy. cheers, Greg & John Flightless
We have finished observing space dust and are happy to announce that Element v1.4 'Nebula' is available now in time for PAX Australia! This update includes a brand new tutorial, a redesigned and refined game UI, a bunch of visual changes, new narration and in-game dialog, improved native input, and updates to sound, effects, Unity, and assorted bits of plumbing. Thanks for all of your feedback and support, particularly those who helped test our new tutorial. The new tutorial is a more refined experience compared to the older one in v1.0, if anyone remembers it. The overall approach is much more interactive and does not take away the basic world control from the player which was a common complaint for us. We added full narration and changed the pacing to give players a chance to learn the basic controls before being guided through the game objectives, the units, and basic UI. In-world UI has been added to name specific player and enemy units, and offer suggestions for unit placement and targeting. The tutorial screens and UI have been streamlined by keeping text to a minimum and minimising to show the current task. Navigation hints help guide players through the menu UI for each task and highlight the most important bits of UI. Tutorials are a hard thing to get just right, so even if you're familiar with the game please try it out and let us know what you think. The other big update is the redesigned game UI. We have redesigned everything to look and feel much less complex. There's a brand new element display at the top of the screen that more clearly shows the state of the game, and how much element and how many mines the player and enemy have. It better reflects the player vs. enemy balance, and more clearly shows the element extracted by each player and how much element they are projected to get with their current mines. This takes away the guesswork in earlier versions of how much total element the player would have at the end of the game, so puts the player in a much better position to assess whether to focus on mining or destroying the enemy base. Other parts of the UI have also been updated and refined, like the energy ring, the base healths, the build limit, and the balance graphs. The central targeting hud has also been tweaked to remove unneeded icons and show the full names for units and other objects being inspected and targeted. These changes all add up to make the UI much easier to see at a glance, removing cool but largely unnecessary readouts and effects that made the game feel way more complex than it actually is. The game also has some visual updates, in particular around the mines and mine units. The player and enemy mine units now have tall lights to highlight their importance and make them easier to see when orbiting the world. Mines themselves now have element particle effects that make them easier to find and show when there is still some element left to mine. We have also updated the smoke effects that show when bases are damaged, and added damage smoke to orbital lasers because they deserve it. Also, there is now an alert message when orbital lasers are destroyed because that's a very handy thing to know. There are a lot of plumbing updates in this release too. Engine, Steam, input, sound, effects, and support for additional platforms, along with the usual tweaks, bugfixes, and optimisations. We're pretty sure that you will let us know if anything misbehaves. Please let us know what you think - leave reviews, start a thread or leave a comment in the discussion forums, or tweet @flightlessnz. Enjoy. cheers, Greg & John Flightless
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