Updated UI: Tooltips and Construction Panels
Build 0.8.0 is out on Steam for beta players to test. It includes lots of overdue improvements that Ive been wanting to work on since December. It also includes several gameplay changes proposed by beta players. This is a pretty important release that consolidates and streamlines several mechanics. I also refactored some game components, which should save development time in the future.
The biggest visible change in this update is an improved UI. Lots of folks werent happy with how UI elements scale on smaller screens, so its fixed now and nothing should look small anymore.
Another UI change introduces structure panels instead of just buttons. This provides players with a much better view of the construction progress. Panels include mineral and time costs as well as the structure name. Panel tooltips show rate and limit changes. Since panels take up more space than buttons I moved them to the right of the screen. This forced me to move action buttons and panels to the bottom center of the screen. I think its a good change that will result in less mouse movements during the game.
Another big change in this update has to do with consolidating all resource properties under one umbrella and removing percentage changes from research and events. Each resource property now consists of four components: base, structures, research, and events. If you move the cursor over any resource the tooltip will show a much more clear breakdown of what contributes to a specific property. By removing percentage modifiers in favor of number increments (and decrements) I was able to solve the ambiguity that many players werent happy with. Its especially useful when making decisions about research and events.
Other Changes
[GAMEPLAY] Hyperspace tunnels now have a distance limit. Even if you have enough energy, you cant build a tunnel to a far away location. This change stops tunnel craziness in the end game and makes locations more strategic. [GAMEPLAY] Hyperspace tunnel cost is now linear instead of exponential (just like all other actions). It still costs more to build a tunnel than any other action. As a reminder, each action has two cost components: distance to and the mass of the target. [GAMEPLAY] When the star goes supernova all connected hyperspace tunnels get destroyed. This adds an interesting twist to the end game and also protects vulnerable post-supernova stars from immediate attacks. [GAMEPLAY] I dropped population limit on research stations since it doesnt contribute to gameplay meaningfully. [GAMEPLAY] The map generation density setting logic was updated for better gameplay experience. [AI] Tunnel building logic now takes different contexts (like proximity to enemies and the relative level of energy) into account for more realistic AI behavior. [BUGFIX] The far apart option for the player proximity setting in the battle setup panel now works correctly.
Next Week
Over the next week Ill be working on introducing new game mechanics focused on stellar life cycles. It will include proto stars, star evolution from an orange dwarf to a red giant, and a few others. Originally published on Vasinov Games.
[ 2019-01-22 23:38:14 CET ] [ Original post ]
Epic Turn-Based Star Battles
In this turn-based grand strategy game you take control of an advanced civilization in an ever-changing galaxy. Build energy spheres, resource harvesters, and ring worlds to grow your economy by collecting star energy, mining asteroids, and expanding your population.
Learn how to thrive in an evolving battlefield with new stars being born and old ones going supernova, asteroid fields depleting, and hyperspace tunnels being built by you and your opponents.
Capture mysterious space stations and research new technologies to dominate the battlefield.
Follow a procedurally generated story in the single-player campaign or battle AI and your friends in custom multiplayer arenas.
FEATURES
- Build your star empire: take control of an advanced civilization and build mega-structures like hyperspace tunnels, energy spheres, and ring worlds. Develop your economy by collecting star energy, mining asteroids, and growing your population.
- Experience the cycle of stellar evolution: new stars are born and ancient ones turn into black holes, white dwarves, or dust over tens of millions of years—all within a single battle!
- Explore star systems: create a system of hyperspace tunnels to nearby stars to conquer them.
- Research new technologies: capture mysterious space stations to make strategic decisions about your civilization's research.
- Unique stellar mechanics: learn how to thrive in an evolving battlefield with stars going supernova, asteroid fields depleting, and new hyperspace tunnels being built by you and your opponents. All stars are procedurally generated based on real physics. Luminosity, mass, and energy output change in accordance with star properties.
- Single-player campaign: follow a procedurally generated story of an advanced civilization spanning millions of years and dozens of stars.
- Hotseat multiplayer: play on the same computer with up to four friends.
- Processor: AMD Athlon II X4 640 @ 3.0 Ghz or Intel Core 2 Quad 9400 @ 2.66 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: AMD HD 5770 or Nvidia GTX 460 with 1024MB VRAM
- Storage: 1 GB available space
- Processor: AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
- Graphics: AMD HD 6850 or Nvidia GTX 560TI with 1024MB VRAM
- Storage: 1 GB available space
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