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unmerged(323382)

Zeal Game dev
Jun 1, 2011
93
0
Rally-Ho

Last week you got a small taste of the new interface when I showed you the tech tree and I think it's about time I show you some of the other new stuff we're implementing right now. However, since this is still WIP some of the features might be cut and some added. But I hope you'll get a deeper understanding of the general idea.

NewUI.png


1 – Information Bar
The Information bar contains information regarding the current status of your settlement, you can see the total happiness of your dwarves and in what direction the happiness is currently heading.

You also have information about each individual dwarf here, divided into types of dwarves. You can instantly see if one of your diggers is under attack or if one of your military dwarves is starving.

Last but not least we've relocated some of the resources from the resource bar to here. Basically what we've done is divide resources that are used while crafting and resources that affect your dwarves and they are now displayed in different places.

2 – Prince Corner
The speech box is where the Prince will give you messages and warn you if/when you're playing poorly. The player will be able to bring up old conversations and look at them in a speech log of some sort.

In the Prince Corner there are also buttons that open new parts of the GUI such as the Build Menu or the Tech Tree.

3 – Hemfort Corner
This is a new part, we have removed the mini-map as it really made no sense to have a mini-map in a game such as this. Now instead we have a quick menu to Hemfort, a link with the dwarven mainland. Here you can order new dwarflings or trade with Hemfort. You can buy almost any resource if you have the wealth and should you have extra of something, then you are free to sell your excess materials.

4 – Order Bar
Here you select what orders to give your dwarves. While playing the game you have five orders at your command and you must learn to use each of them in order to truly succeed. The order you will use most of the time is the Dig Order. With this you mark blocks for excavation and your diggers will see your order fulfilled as soon as they can.
Next in line we have the Interact Order. With this you can press buttons and pull levers, this is manly used as a relaxed Order State where you are less likely to accidentally dig out the floor beneath you.

In the Middle we have the Move Order which is used to move your furniture around in your cave. This will be practical as you expand your settlement and might want to move your dining area to a safer place.

The Sell Order allows you to sell objects that you have placed in the game world. You can also “sell” dwarves should they become obsolete, or if you find yourself with more dwarves then you can manage.

Last but not least we have the Teleport Order. You can use this to instantly move dwarves across great distances. Perfect to use when mounting an attack on an enemy event room. However, some places have Teleport Disruptors that have to be destroyed before an area is made accessible. There is also a cooldown on the Order that hinders you from moving all your dwarves without any limit.


Well that's all for this week, next week is Paradox on Tour so I believe Robin (CEO of ZEAL) will bring you some updates during that. So keep your eyes open.

//Thorwaldsson
 
Excellent preview of the game as it stands now. I like the different ideas being put into the game, I'm pleased to see how it's developing into a unique game all on it's own.
 
This is looking better and better though I have to say I am a bit disconcerted by the teleportation feature, as I was always under the impression that Dwarves are wary of magic, except of course for magical rings (but maybe I am too much under Tolkienian influence ;)).
 
Interesting stuff, perhaps some questions can be indulged.

First it looks like the graphics of the dwarf models are turned down in this Screenshot compared to earlier ones, is this correct and is this what minimum settings would look like?

The top bar which lists numbers of dwarf types seems to have a gold-crown which implies royals and has a counter numeral like all the other profession/specializations, dose this mean you can have more then one 'royal' dwarf, even whole families of them like in Dwarf Fortress?

Also looks like 4 resources are at the top now, Food, Population cap, something that looks like a treasure chest which I guessing is storage volume (determining what you can hold in the lower bar) and some blue lightning bolt which I would normally presume is 'Mana' but mages are the enemy I don't really see how that's consistent.

Happiness seems to work as I speculated earlier with Command & Conquer style 'energy bar' type UI. I like the idea of having a 'trending' indicator too.

Trading with the homeland sounds like another great concept, is the trading just instant or is their some kind of delay as goods are transported? Hemfort though just doesn't sound very impressive, like the name of some tiny hamlet, it needs more K's and Z's.

Most orders sound good, the Interact one and the discussion of levers fills me with delicious images of Dwarf Fortress death-chambers and elaborate trap mazes. Teleport on the other hand seems to be very unsettling, it sounds like this is a band-aid for pathing and military AI holes. Admittedly Dungeon Keeper did the same thing with the picking up and dropping 'hand' but this really breaks the flavor of the setting in my opinion. I'd rather see something like elevators, mine-carts, portals or some kind of 'built' device if transport is an issue.
 
I'm not too worried about the teleport as long as the cooldown is long enough. If it is on at least a few minute cooldown then I don't think it will have too much of an impact on the way the game plays to sour the feel.
 
Will you be adding in some dirt or rock to areas you haven't mined? It's quite ugly just having black empty space. Even if you had stone/earth up against your rooms that "fades" away to a dark stony colour or muted carven images or something. Anything that's low key and not confusing to look at is better than black.
 
Will you be adding in some dirt or rock to areas you haven't mined? It's quite ugly just having black empty space. Even if you had stone/earth up against your rooms that "fades" away to a dark stony colour or muted carven images or something. Anything that's low key and not confusing to look at is better than black.

At first I agreed, but them I looked at some ingame footage and if you have something under, you will see it, which is cool. And then I thought that this would render is either ugly and hard to understand or hide that feature to see what's going under. So no, black is good.
 
At first I agreed, but them I looked at some ingame footage and if you have something under, you will see it, which is cool. And then I thought that this would render is either ugly and hard to understand or hide that feature to see what's going under. So no, black is good.
Agreed, I think anything besides black would be just too much on the screen and you would be lost. at first it would look cool – but then in practicality it just wouldn’t be fun to play with it.