Things got wonky in 4K
All mentioned changes in this blog concern the internal dev build that has not been released yet
This week's work had quite a lot of visible results, and were eager to share them with you. First of all, weve added a new menu called interface settings. It adds the much requested feature to be able to permanently see the blue block highlight, that during normal gameplay only appears when youre removing and placing blocks. Toggling this option on means youll always see it when hovering over a block.
Apart from that, the menu also allows you to rapidly re-enable the developer buttons. These are the functions mapped to the F keys. They were enabled by default in 0.1.0, but too many people accidentally broke their game with them. A while ago, they were disabled and hidden behind a toggle, and that toggle has received a better place in the UI now.
A new option, enabled by default, is the adaptive crosshair. It subtly changes shape and color according to the context. Its small and simple when the crosshair is aiming at the air or a distant block. When clicking will result in mining a block, the crosshair grows larger. When hovering over the banner, it turns red/yellow; when hovering over a colonist; orange, when hovering over a job block; blue. The results can be seen in the following image, with the size of the crosshair 400% enlarged for clarity purposes:
Its a minor change, but it should make the game feel slightly more tactile and intuitive. Last but not least, theres a UI scaling option thats mainly meant to resolve a common issue for people with 4K monitors. Until now, the UI itself didnt scale with resolution. Compare it to plates on a table: when you shrink the table, the plates stay the same size. Thats pretty useful to keep things legible on a small / low-res monitor, but on a 4K monitor it meant you had some tiny plates in the corners of a massive table.
We thought fixing this issue was relatively complicated, but some minor tweaks worked a lot better than expected, so weve now got support for UI scaling. Players can choose what they feel is comfortable, and playing in 4K resolution is a lot more viable now.
Fullscreen
While Zun has been working on issues like this, Ive kept growing my Unity / C# / VR skills. My projects have been growing steadily more complicated - up to the point that Im regularly breaking them in a way that cant be fixed with some CTRL-Zs. Ive finally decided to learn to deal with Git. It was easier to set up than I thought, and it works very well. Git is a hugely important tool in many organizations that develop software, and it makes collaboration a lot easier and more reliable. Its another small step in the long road of being able to contribute to Colony Survival directly, instead of merely providing textures / 3D-models / ideas :)
Bedankt voor het lezen!
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[ 2020-08-07 10:22:31 CET ] [ Original post ]
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- Multiplayer support: play with friends and strangers!
- Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
- Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
- Support for textures and language packs created by players
- Dynamic lighting and eye adaptation
- Voice your suggestions and be part of the development of Colony Survival!
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
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