Colony Ship - The Interface

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Spaceman
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A new update for Colony Ship focuses on the interface.

We’re implementing the interface right now so let me show what we have and get some feedback. Let’s start with the standard features:



  • Two weapon slots showing equipped weapons and selected attack’s stats (damage, AP, ammo)
  • An optional textbox giving you detailed blow-by-blow info during combat
  • A combat queue we used in Dungeon Rats to show who gets to act when
  • 4 belt bags so you can throw grenades or use items in combat without moving them to the weapon slots

Weapon and Portrait

The combat interface is familiar, but instead of selecting attacks via a drop-down list, which was a bit messy and not very intuitive, you’ll use icons that appear when you click on a weapon slot:

Combat Interface

The icons are grouped in 3 different categories:



  • Basic attacks (fast, regular, power for melee; snap shot and regular shot for ranged; there are no power attacks with guns)
  • Aimed attacks (self-explanatory; you get an extra bullseye shot with ranged)
  • Special attacks (double shot, short burst, long burst, double strike, flurry (3 strikes), and swing (hits 3 tiles).

Your feedback here would be much appreciated.

Next is the dialogue window:

^ we don't have Mercy's portrait yet so we're using a placeholder portrait. As for the design:



  • The dialogue window won’t take the entire screen, as in AoD since it added nothing but extra work (the camera had to be manually positioned)
  • The checks will now display the skill or stat level required to avoid playing a guessing game; if there is no value listed (see the first response), the stat acts as a modifier (strengthening or weakening the reaction) not a check. Strength can be used as a modifier too if you’re trying to intimidate, for example, so it’s not Charisma only.
  • Since we’ve decided to show the check values, might as well show your skill levels so that you don’t have to rely on memory alone. Green means your skill level is equal to or higher than the check value. Yellow means it’s lower but you can still make an attempt. Red means no go (what used to be hidden options in AoD). Before you start freaking out, remember that the check system was changed and it’s no longer a binary ‘succeed or fail’ setup, so green lines won’t always be the best and yellow lines won’t always lead to failure and death, so we aren’t highlighting the best and worst options for you here.
  • The tags can be turned on and off in the options, so if you don’t like them, turn them off.

Thoughts?
More information.
 
Joined
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Didn't like AoD, but this is looking mighty interesting.
Aside from more UI color needed ( classic green, blue and red), UI looks fine.
 
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It looks very good. Hopefully they don't end up with ridiculous weapon damage escalation with increasing level as in W2 and the D:OS series.
 
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It looks very good. Hopefully they don't end up with ridiculous weapon damage escalation with increasing level as in W2 and the D:OS series.
It won't. From one of the updates:
http://www.irontowerstudio.com/forum/index.php/topic,7546.0.html

"Each tier (i.e weapon quality) increases damage, accuracy, and modifiers, representing better quality and precision, but not by far. Whereas in Wasteland 2 the starting pistol does 5-8 points of damage and the endgame pistol does 100-135, in The New World Colony Ship a pipe pistol does the same 5-8 points of damage and the best unique pistol does 9-14 points of damage, but the overall quality increases accuracy, range, penetration, which are equally important stats."
 
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And of course enemy and player HP don't scale to infinity, so it makes even more sense in context.
 
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