Posted April 30, 2017
Hello!
This week we've made some great progress on our AI and UI systems. There have been two major bits of feedback since we launched on Games in Development:
- nobody likes inventory tetris, and adding lots of new items wasn't working with our old inventory system, and
- understanding how and why the AI behaves the way it does is too opaque.
So! After a couple of months of work, we finally committed our new weight-based UI and simple quickslot systems, and AI stealth and search behaviour into the game. As a result, it's completely broken, but we can already see some major improvements in readability and we're looking forward to seeing what you think of it.
Here's the full journal for this week:
http://compulsiongames.com/en/news/121/weekly-journal-ui-visuals-and-new-quickslot-system!
If you have any feedback on weight based inventories and the designs set out below, let us know!
This week we've made some great progress on our AI and UI systems. There have been two major bits of feedback since we launched on Games in Development:
- nobody likes inventory tetris, and adding lots of new items wasn't working with our old inventory system, and
- understanding how and why the AI behaves the way it does is too opaque.
So! After a couple of months of work, we finally committed our new weight-based UI and simple quickslot systems, and AI stealth and search behaviour into the game. As a result, it's completely broken, but we can already see some major improvements in readability and we're looking forward to seeing what you think of it.
Here's the full journal for this week:
http://compulsiongames.com/en/news/121/weekly-journal-ui-visuals-and-new-quickslot-system!
If you have any feedback on weight based inventories and the designs set out below, let us know!