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Anonymous /vst/2088788#2089057
7/9/2025, 10:27:33 AM
Time to take the next step in the story of what's changing in our projects. Today, we're diving into updates to the game UI—because without covering this, it would be hard to move forward with explaining the logic rework.

So, every UI starts with a layout. Don’t be alarmed by the abundance of open windows and placeholder text in the screenshot—this is normal for a mockup. The idea is to display as many UI elements as possible all at once to test how they visually interact: Do they overlap? Are they accessible? Is everything readable and usable? Of course, in the actual game, you likely won’t see this much clutter on screen.

Also, keep in mind we’re building this interface for two different games at once—the networked Front Edge mode and the single-player campaign—so some windows will only appear in one or the other.

Now, what changes can we spot?
We won’t dive too deep into visual differences, but you’ve probably already noticed that unit and vehicle control buttons have moved to the bottom-center of the screen. Each button now has a label showing its hotkey (if one is assigned).

You’ll also see that ability buttons are now visually emphasized. That’s because there will be a lot more abilities coming.
But don’t worry—this doesn’t mean the game will turn into a micromanagement nightmare. Not at all! The goal is to give players more tactical tools and response options, not just the usual “move-and-shoot” commands.