Developer Blog: New User Interface
New Government system: Constitution
New Government system: Elections and Elected Titles
New Government system: Demographics and Wages
New Government system: Laws Part 1: Using the system
New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
New Government system: Laws Part 3: Tour of different actions, and Executive Actions
New Government system: Districts
New Crafting: Work Parties
New Crafting: Labor System
New Crafting: Modules and Efficiency Redesign
New Crafting: New Tech Tree
New Building System: Hammer and new Building Styles
New Mining System: Mineral Dispersion and Drill Usage
New Mining System: New Processing Path and Pollution Info
New Animal System: Attacking Animals
New Ecopedia System
New UI (This blog)
New Audio
New Hosted Worlds System[/olist]Firstly, the Art team is working really hard at bringing more visual content to the game and we never stop. Many new assets are waiting in the cue to be plugged into the game. However, priority now is working through the latest increment, making it stable and making sure it runs smoothly. So while the engineering team is fixing and polishing the .9 update, the art team is assisting in anything we can help with, putting polish on as much art as possible without causing any issues ourselves and preparing assets for the versions to come.
Game systems are getting more intricate, vision more focused and complex and the game itself is getting more depth than before. As the technology improves, we, the art team, are getting the opportunity to make our game prettier and more appealing to the player. For me personally, making art for ECO is the biggest challenge I have had in my career so far, I am learning a lot and had to change my perspective and opinions about the game art compared to any previous experience I had.
With the world being procedurally generated and the amount of control given to the players, it is very hard for the art team to oversee and control the final look of the game we are creating. It is still possible to a sufficient extent, but the ways to do it are very different from the ones we as artists are used to. So it requires a bit of change in the way we think about how we do things.
Regardless of difficulties, it is a nice challenge and keeps us sharp and on our toes at all times. And that is a good thing.
I will try to write up a specific, longer blog post about art evolution on the game at some point soon. In regards to the User Interface, revisiting everything was a process that took months to bring it to the current stage. It took a lot of sketching, prototyping and many, many new art bits and the ways that they needed to be put together.
With ECO growing as an experience and reaching the stage where it is ready to move into the next phase of development, there was a need to revise most aspects of the existing User Interface so that the game becomes more streamlined, features more clear and obvious, player interactions easier to understand and the game overall easier to use.
In the course of past months, with a lot of hard work, game design has progressed and evolved and the game-play has become much more intricate with new features and more complexity. Prior to 9.0, the User interface was mostly in the prototype phase and was often built on the spot in order to make a new feature functional. So we wanted to make it more organized, prettier and overall more appealing. It meant breaking many old things and rebuilding them from scratch, coming up with the new common themes and overall unifying it as much as possible visually while making it easier for players to use. In the course of the game development, and with many new features,new, specific, UI groups and functions unique to each other started to become necessary. Thankfully, the current iteration has become faster and more responsive allowing the player to interact with the world and the game with fewer clicks. We came up with different themes for different interfaces, figured out how they work with each other, figured out the way we want to put them together and tried to make sure they work thematically with each other so the overall look still follows the same theme, and fits with the overall game style. Some animations and movement have also been introduced to help with the experience overall. Following are some examples of the look for the new interfaces being built: There is a main on-screen interface which is a redesign of the existing one allowing the player to keep tabs on main aspects of the gameplay.
Mini map got its own category, with minimized, popup and full screen versions, giving the players different options they can use based on their play. It is always visible now and adds to the game a lot.
There is a massive and complex Ecopedia UI, designed to assist players in understanding many aspects of the game. throughout the rest of the interface it can be accessed and should help in clarifying different game segments.
Laws interface allows players to craft civic and legal aspects of the game, helpful in organizing society and managing players' interactions with the world as well as each other.
Work parties interface is there for assisting in organizing and following various tasks throughout the game.
Skills interface is allowing the player to follow their progress and learn about different professions development.
Improvements go on and returning players will hopefully find them enhancing their previous experience and new players will find the overall interactions with the game easy and unobtrusive.
Of course, everything is still work in progress and the art style, features and visual functionality are developing and evolving together with the game itself. So the current state is an improved and more organised version of the previous one, and as the game development progresses visuals and style will change to adapt to the needs of the project. The livestream covering this blog will be hosted on Sunday, May 31 at midnight PST / 9am CEST. We're aware this isn't optimal but due to me working from Australia it's the best slot we could get. - Milenko Tunjic, Art Director, Strange Loop Games
[ 2020-05-24 09:29:27 CET ] [ Original post ]
Hi everyone, my name is Milenko and I am the Art Director of ECO. Since I speak here rarely, before I start talking about UI, I would like to let you know where the art production is at and share a bit of an artist experience from our work so far.
Here's a list of our Eco Update 9.0 Blogs:[olist]
In the course of past months, with a lot of hard work, game design has progressed and evolved and the game-play has become much more intricate with new features and more complexity. Prior to 9.0, the User interface was mostly in the prototype phase and was often built on the spot in order to make a new feature functional. So we wanted to make it more organized, prettier and overall more appealing. It meant breaking many old things and rebuilding them from scratch, coming up with the new common themes and overall unifying it as much as possible visually while making it easier for players to use. In the course of the game development, and with many new features,new, specific, UI groups and functions unique to each other started to become necessary. Thankfully, the current iteration has become faster and more responsive allowing the player to interact with the world and the game with fewer clicks. We came up with different themes for different interfaces, figured out how they work with each other, figured out the way we want to put them together and tried to make sure they work thematically with each other so the overall look still follows the same theme, and fits with the overall game style. Some animations and movement have also been introduced to help with the experience overall. Following are some examples of the look for the new interfaces being built: There is a main on-screen interface which is a redesign of the existing one allowing the player to keep tabs on main aspects of the gameplay.
Mini map got its own category, with minimized, popup and full screen versions, giving the players different options they can use based on their play. It is always visible now and adds to the game a lot.
There is a massive and complex Ecopedia UI, designed to assist players in understanding many aspects of the game. throughout the rest of the interface it can be accessed and should help in clarifying different game segments.
Laws interface allows players to craft civic and legal aspects of the game, helpful in organizing society and managing players' interactions with the world as well as each other.
Work parties interface is there for assisting in organizing and following various tasks throughout the game.
Skills interface is allowing the player to follow their progress and learn about different professions development.
Improvements go on and returning players will hopefully find them enhancing their previous experience and new players will find the overall interactions with the game easy and unobtrusive.
Final Note
Of course, everything is still work in progress and the art style, features and visual functionality are developing and evolving together with the game itself. So the current state is an improved and more organised version of the previous one, and as the game development progresses visuals and style will change to adapt to the needs of the project. The livestream covering this blog will be hosted on Sunday, May 31 at midnight PST / 9am CEST. We're aware this isn't optimal but due to me working from Australia it's the best slot we could get. - Milenko Tunjic, Art Director, Strange Loop Games
Eco
Strange Loop Games
Strange Loop Games
2018-02-06
Indie Simulation Multiplayer Coop
Game News Posts 189
🎹🖱️Keyboard + Mouse
Very Positive
(10235 reviews)
https://www.play.eco
https://store.steampowered.com/app/382310 
The Game includes VR Support
Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
A world-survival game
Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
- Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
- Create a player-run government to make decisions as a group, proposing and voting on laws
- Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
- Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
- Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
- A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
MINIMAL SETUP
- Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
- Storage: 2 GB available space
- Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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