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Time for a fresh week!

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Saruman

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I spent the majority of the week polishing design, although that pretty much amounted to ability naming and drafting our final HUD design and functionality. Until you sit down and try to name 120 abilities and make them all both represent the action as well as sound interesting, you don't really realize the amount of time and effort this takes! I still need to make one more pass on the descriptions as I'm not happy with a lot of them, but that's going into the "do this later" bucket for now.

We're going over the draft for the final HUD one last time tomorrow before we start working on production for that. It's mainly a polishing and usability pass where the health and power bars now have small representative icons, and the ability description box loses the power cost in brackets for a shiny new power icon. Also a small duration icon is being added beside the power cost for actions that occur over multiple turns, as right now they are only listed in the description and it eats away too much space. The final component is cleaning up the right side, which in current builds as you can see below has three icons, but will now only have finish turn and surrender icons. A slide-out panel is likely going to be added which will have the exit game (or in multi return to game list), and a few other options you might want to change on the fly such as showing the grid at all times and it's opacity level.

Finally I posted up a new #screenshotsaturday which is still using the old icon set as I don't want to put the new set in the build until we have the HUD changes and artwork finalized.

empyrios_screen_08.jpg

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Love the screenshot -- congrats on all of the progress!  Naming skills/abilities may not be a glamorous job, but it really show the polish to the end-user.

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Checked out your website. Really like it. However, if I were to make any comment it would be that it was missing a ico. Sorry Chrome makes it very apparent.

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This last month we've been working on the UX changes as well as 3-4 large "finalized" features into the next alpha build and so it's been a little busy and I haven't been able to write much. Mind you I'm planning on writing some type of "what we did in August" entry detailing some of the work and issues we faced :)

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