The whole team has been busy over the last few weeks reworking the UI, making optimisations, and working on maps that will form the basis for each of the different regions found within the game.
The old UI that appeared at the top of the screen has now been removed. The new UI now sits at the bottom of the screen having been split into two different sections.
The first (which is displayed here on the left) will appear at the bottom-left hand corner of the screen. From this, players can issue orders to their dwarves similar to the old instruction menu. The commands are split into sub menus; in the picture (left), the player has selected the crafting building icon where they can then build a forge or another crafting building.
Since the release of our first alpha demo we have had a lot of feedback regarding bugs and general improvements (thanks guys!). Having received word of a few crashes, we decided to work on a quick patch to try to fix them. We believe we’ve found the culprit now and have given them a good disciplining; but to be on the safe-side, we’ve also built in an agent to try to detect and throttle mischievous code.
Those who are signed up to our mailing list or have requested our alpha should already have received a copy of the new patch, and for anyone else, you can ask for a copy by emailing us at firstname.lastname@example.org! Please continue to send us your feedback, it really helps! The changes in the patch are below:
6th June 2016 – Perry Monschau
Years before our game was born, I started making a hexagon grid engine at University. I’d learnt that a hexagon is the most accurate (tessellating) shape if you’re trying to represent equidistance in all directions (a simple concept, as long as you know what the words mean :P). I had an idea of how to make a hexagonal grid look isometric without it actually being 3D (in other words, 2.5D). It was one of a number of little projects I gave myself back then, since I loved figuring things out.