Wouldn’t it be awesome if you could just tell the computer to make something and have it done (also food replicators would be cool too)? How the user interacts with the computer and/or game has a dramatic influence on the overall experience. While our user interface (UI) won’t be voice activated like the computer from Star Trek, we are working to make it easy to understand and accomplish tasks without a lot of hassle.
That being said, let me go back several weeks ago to talk about the beginning of our UI system. Those of you who remember (or have read my past blog posts) will know how I ran into some issues in the organization of code early in development. Luckily, I found a tutorial to help me get my bearings and better organize our code. There was just one problem with this tutorial: it was written for Unity 4.1. We are using Unity 5.1.1 and a lot of changes have been made, especially to the UI system. The UI the tutorial used was the outdated way of doing user interfaces. So while I worked on some other mechanical things, Ron started working on our new User Interface. The biggest inspiration for our design came from Jurassic World‘s website. Ron thought that having the ability to dismiss certain elements but still having easy access to them was a nice idea. So Ron got to work animating and creating placeholder UI elements.
Here is where I come back into the picture. Now that the placeholders are set up, it has been my job to link the functionality that has already been coded from the old UI into our new interface. It’s actually kind of weird to get it to work since now I have to go find all of the elements to change. I have been working to make things as efficient as possible and only update when needed. With some basic functionality now tied into the new UI, our Digital Artist, Katey Bluel, will be working on creating amazing graphics and symbols for the UI, and I will begin work on creating some of the more in-depth UI elements, such as a pop-up command window and in-depth unit/building stats page.
In addition to the blog posts on the site, Katey and I have started individual stream series on Twitch that appear throughout the day where we show you what it is we are doing and you can watch the development of the game in real time, make comments, and ask questions. Also, don’t forget to follow us on Twitter and subscribe to our YouTube channel, as well as our email list here on the site. We are now 41 days away from the start of our Kickstarter, and the game is moving along quite nicely.
Engineering Log Supplemental: 7-27-2015
A lot can happen in just a few days, and instead of another short blog, I will be adding onto my last UI blog. Last week, I was able to get a pop up window of detailed information and commands to show up. The idea is to give the user a great deal of information in a nice and neat little area. Here the user will have access to different commands, various progress updates, and other miscellaneous information about buildings and units. This is only brought up when desired from a flag above the selected object. The graphics are still all placeholders until our artist has a chance to sit down and switch from modeling to 2D art. Now that most of the UI framework has been set up, I will be adding a few small additions here and there and continue working on the missions for our “Simplest Path to Portal” Epic. The end of this week will mean we only have one month left before Kickstarter, and we are all working like crazy to get content out before then. We’re giving it all we got!
P.S. I tried Earl Grey tea last week for the first time! It was great.
Next Engineering Log:
Engineering Log 4