Patch 3: QoL and UI Improvements
[ 2023-05-23 07:02:22 CET ] [ Original post ]
Good day, fellow Meeps!
Today brings some more UI improvements, and some quality of life additions.
I've made these changes/improvements since he previous update:
- Added an "Auto: Balance" option to the Building UI, which will let the building always select the task with the smallest percentage experience, which allows you to have an automated balanced progression through the experiences and allow the building to upgrade as soon as possible. When all tasks' experience has run full, it falls back to the set task priorities.
- Fields, Animal Camps and Shoals that have not been set are highlighted in red (on the terrain itself) in addition to the existing target icon on black background. The previous temporary warning message when deselecting a building with some unscheduled foodstuffs also remains in place.
- "Game Saved as...." message does not contain full path anymore (privacy reasons).
- Save/Load Menu contains a button to open the saved game path.
- Border Flags display even when the terrain they're on is unexplored.
- Slight tint on building floorplans makes it easier to know which hexes are occupied by buildings.
- Added doodad models to some buildings to also make it easier to know which hexes are part of their floorplans.
- Objective Target Icons are now created closer to the proposed area of application, rather than randomly around the Founders Hex.
- The first time the game is run, the Personalize segment of the Game Options menu is loaded automatically, so that the player is aware of the available languages.
- Disabled icons are not quite as dark anymore, to make them easier to distinguish.
- More time between Fault Line eruptions, so there's more time to build "dam walls" to protect your realm.
- When displaying the cost of buildings or tasks, values for which there aren't enough resources are printed in red.
- All Tooltips now update their text every second to make sure these colored amounts reset back to white when enough resources are available, and all other functions displayed in the tooltip also update.
- The temporary change in Tooltip that tells you which resource is lacking now remains for 3 seconds rather than just until the cursor is moved (which often caused the message to be missed).
- Fixed a bug when loading a leader board without any current entries.
- Changed the message when path-finding takes too long to not mention CPU speed (since that isn't technically the issue), but rather mention it's an unexpected path-finding issue. For reference, if none of these crop up, I can run the game at 18x speed for a long time before the CPU gets overloaded.
- Added stand-in auto-translated German and Chinese phrases (as well as proper Afrikaans ones) for the few UI elements I've added. These will be updated in the next localization round.
World Turtles
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Please … help us save our Turtle … it means the World to us!
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!
MINIMAL SETUP
- OS: 64bit Linux
- Processor: Dual-Core 2.4 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GTX 550 or ATI Radeon HD 6XXX or higher
- Storage: 2 GB available space
- OS: 64bit Linux
- Processor: Dual-Core 2.4 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 770 or AMD R9 280
- Storage: 3 GB available space
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