Patch 2: UI Improvements and a few small bugs
[ 2023-05-09 14:51:27 CET ] [ Original post ]
Good day, fellow Meeps!
I've been working on the UI functionality during the last week, and have made some good progress towards making the UI more intuitive and less clunky to get around to information / functions applicable at specific points. We've not updated the visuals /theme yet, but the upgraded Building UI panel will make it easier and more intuitive to give orders.
The Building UI panel now contains separate tabs, giving the player focused access to the information and actions specific to that building:
- Tasks: As before, the player sets task priorities, order roads and upgrades the building on this tab.
- Research: The research "wheel" (as currently on the Research Overview panel) is displayed here, but for this building type only, allowing the player to focus on, and change, the research of this building type in isolation.
- Annexes: Displays (and links to) all currently existing Annexes commissioned by this building, and also shows how many Annex slots are still available. A list of all Annexes commissioned by this building type is also displayed and the player can order an Annex straight from this panel.
- Resources: For Farms and Fishmongers, this panel displays all the workable hexes, as well as what livestock / seafood / crops are currently growing on them. The player can also schedule crops straight from this panel, and a color-coded frame around foodstuff icons now show the suitability of each crop given the climate of the specific building. When scheduling foodstuff on the map, these frames are now also present on the icons there.
- Some of the zooming on certain UI elements (especially when they appear) have been removed to make them snappier and feel less laggy.
- Farming, Research and Combined Tutorial achievements did not fire.
- Builder's Yard Achievements did not fire (this was a fix on the Steam backend, so they would have already started firing without the game update).
World Turtles
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Is there anything more exhilarating than your first move on a fresh map? A small band of Meeps have gathered together with enough supplies to construct a basic resource gathering outpost. Expand their skills, improve their efficiency and guide them towards guilds, societies and more advanced structures. They, and their children, are going to need these to have a fighting chance of saving their Turtle.
Find and cooperate with other bands of Meeps scattered on the map. Work with the environment to improve negative situations and affect progress without destruction. Learn about your world and push back the boundaries of physics in order to advance.
Space can be a harsh and unforgiving place, especially to an enormous Turtle. Like the Meeps, their World Turtle also needs your guidance to stay safe and nurtured. And while you’re at it, maybe you can save some others as well…
I am a solo Indie developer. I joined the Game Dev party quite late in life, and got my first glimpse of Unity almost exactly 2 years before making the first demo of World Turtles, my very first game, available. I'm amazed at the progress I’d been able to make during these two years and owe a great deal of gratitude to various tutorial channels, plug-ins and artists whom I leaned on during the development. None more than Catlike Coding, whose brilliant Hex Map tutorial series kickstarted this entire endeavour.
I have spent a lot of time polishing the task queueing and progressive construction systems, utilising different threads, UI and more and I feel the basic foundation and technical mechanics of the game is ripe for branching off into various promising directions. The free demo is a small vertical slice designed to exhibit the commitment I have to developing a good-quality game and hopefully pique some interest.
I have a good idea of the general direction I want World Turtles to head in, but there’s a myriad of possibilities available for the execution. For now, I’m focusing on a single-player sandbox-type environment. This will hopefully be followed by a small campaign and a map editor. Having some sort of multiplayer capability would also be wonderful, but there’s a lot to be done before then.
I would love developing World Turtles further alongside a group of enthusiastic real-world Meeps. Please, join me and be a part of the journey!
Gather Some Meeps and Develop a Realm
Is there anything more exhilarating than your first move on a fresh map? A small band of Meeps have gathered together with enough supplies to construct a basic resource gathering outpost. Expand their skills, improve their efficiency and guide them towards guilds, societies and more advanced structures. They, and their children, are going to need these to have a fighting chance of saving their Turtle.
Explore, Examine and Cooperate
Find and cooperate with other bands of Meeps scattered on the map. Work with the environment to improve negative situations and affect progress without destruction. Learn about your world and push back the boundaries of physics in order to advance.
Save Your Turtle, Save Your World
Space can be a harsh and unforgiving place, especially to an enormous Turtle. Like the Meeps, their World Turtle also needs your guidance to stay safe and nurtured. And while you’re at it, maybe you can save some others as well…
Background and Vision
I am a solo Indie developer. I joined the Game Dev party quite late in life, and got my first glimpse of Unity almost exactly 2 years before making the first demo of World Turtles, my very first game, available. I'm amazed at the progress I’d been able to make during these two years and owe a great deal of gratitude to various tutorial channels, plug-ins and artists whom I leaned on during the development. None more than Catlike Coding, whose brilliant Hex Map tutorial series kickstarted this entire endeavour.
I have spent a lot of time polishing the task queueing and progressive construction systems, utilising different threads, UI and more and I feel the basic foundation and technical mechanics of the game is ripe for branching off into various promising directions. The free demo is a small vertical slice designed to exhibit the commitment I have to developing a good-quality game and hopefully pique some interest.
I have a good idea of the general direction I want World Turtles to head in, but there’s a myriad of possibilities available for the execution. For now, I’m focusing on a single-player sandbox-type environment. This will hopefully be followed by a small campaign and a map editor. Having some sort of multiplayer capability would also be wonderful, but there’s a lot to be done before then.
I would love developing World Turtles further alongside a group of enthusiastic real-world Meeps. Please, join me and be a part of the journey!
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