I wanted to give you all an update on what we are working on and show you how game concepts change over time. Interfaces have the potential make a game really good - or really bad. We are often borrowing from well known and polished examples found in some of our favorite games. For a starting point of our building interface we took a look at Civ 5.
Here is our first attempt at a build screen. Items are grouped in categories relating to function, and more information regarding power use and added effects are given using mouse-overs.
We also took some inspiration from another well polished inventory system, that of Dota 2's.
DOTA2 has a more visual system, with icons used to represent every item and all the information given in mouse-over. We tried to incorporate aspects of this, mainly the icon system and categorical sorting functions. However, there is a higher learning curve for players as they attempt to guess an object's purpose and effects by it's icon. Experienced players simply buy the item they want by knowing it's icon, while inexperienced players are able to mouse-over.
The environment is a fairly high Actions Per Minute style RTS, really hurting new players who are forced to make decisions in real time. DOTA's remedy to this is a "recommended buy-build" system where players can edit, download and share builds which helps make the game more accessible.
Our first attempt at implementing some of the Dota 2 store features.
Our latest iteration enhances sort-ability further, so that players can quickly figure out how objects would affect your ship's function and performance. Further play-testing will tell us if this helps new players overcome the learning curve of identifying ship objects by its icon.
More to come next week!