Loving the game so far, I've never played anything like this game before, and it's been a total blast learning this game! Here is my 2 cents as far as UI stuff goes
The biggest weakness in the UI is imo the event popup area. Right now, all of the text is quite small and white, you cannot simply glance at it and know whats going on. What I'd like to see are some visual queues for the different events, and have them be basically the same size as the resource icons on the left. So when something happens, I can glance at the notification and click it to take me to the event, but it wouldnt require me squinting at my screen trying to read bland white text.
One other feature that would be nice, but is nowhere near as important as my previous suggestion, would be to have the initial resource bar that shows at the top while scanning be a permanent feature of the UI, or at least expandable when needed. Would be nice to see the resource totals after you drop your colony while the map is still being explored.
Thanks again for this gem of a game, good luck in future development
I 100% agree with both of your suggestions here. I would also add:
I agree that the game event area is hard to read currently. We have some long-term plans on how to improve that and we're going to try to fix most of the issues relatively soon.
I completely agree. We need to figure out where to put that information. My main concern is overloading the players.
Thanks again for the feedback and kind words!
-Scott-
Thanks for the feedback! Glad you're enjoying the game!
Sorry I don't think I understand what you mean here. Probably I wasn't very clear, so here is a scenario to illustrate:
I have two Engineering labs. When none of them are working I get the "Zzz" state. When both of them are working I get to see the progress of the one that is closer to completing research (it would be *nice* to see how far along both of them are, but it is not a huge problem). But when I get one working and one idle, I don't have any visual cues that one of my buildings is not being used. That's when being able to see progress for each building separately would be very useful imo.
I actually think this is not a bad idea at all! I would probably avoid hover (as you are moving your mouse around the screen it might jump on and off occasionally which could be distracting). What do you think about a 'press' action? There is a offworld market button and for as long as you are holding your mouse pressed on it it is showing you the offworld prices. Once you let go it jumps back to normal. This way there is no flicker like with hover, but you also make sure you don't accidentally leave the offworld price on and get horribly confused (like it could happen with a straight toggle button).
Sorry I don't think I understand what you mean here. Probably I wasn't very clear, so here is a scenario to illustrate:I have two Engineering labs. When none of them are working I get the "Zzz" state. When both of them are working I get to see the progress of the one that is closer to completing research (it would be *nice* to see how far along both of them are, but it is not a huge problem). But when I get one working and one idle, I don't have any visual cues that one of my buildings is not being used. That's when being able to see progress for each building separately would be very useful imo.
Ah, gotcha. Yeah, that's a good point. I'll write that down for when we do the next pass on that part of the interface. We've had discussions internally about how that doesn't convey enough information.
We'll see what we can do. It's not high on the priority list, but I agree it should be easier to access.
Thank you!
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