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DR4X News

Reducing Eye Strain: Small Update

Hey guys!
I recieved a refund note that stated that someone couldn't play because it gave them eye strain but they otherwise quite liked it. So i added sliders tha let you change contrast and saturation to the options menu!

Later I might change the defaults.

Changes:

-Added three new music tracks (See if you can find them!)

-Added contrast slider to options menu

-Added saturation slider to options menu

-Added menu contrast slider to options menu

-Added menu saturation slider to options menu



-Made it so that UI changes from graphics options now affect all the menus and loading screens instead of just some (It was causing eye strain)



-Added little bits of text in options that lets you know you can scroll

-Fixed bug where some sliders didn't update anything while in a skirmish or scenario but updated upon restart, now they should update if they can.

This makes it so you can have fun and just make the whole game grayscale if ya want. There are some UI elements in game that arent affected though but its a very mimimal amount (Intro popups, tutorial popups, dialogue popups, and the buttons in game (end turn etc)) But it shoudl go a long way to improving the experiance and reducing eye strain!

;)

A Bit-O-Polish

Alright so, here's another small update. It should feel like a bit of polish.

Changes:

-Now, many of the popups animate (e.g., float up or sideways, etc.) instead of just immediately appearing in the middle of the screen.

-Some of the treasure popups now include icons, so it's not just text.
--I also changed a few other bits here and there with them

-Fyegrayed's Tutoringtons tips now have a slide whistle sound and slide in from the left side. It's hilarious.

-Treasure now descends from the top of the screen instead of just popping up instantly.

-The unit info box now slides in when you first select a unit, or hit next unit or next building. If it's already open, it just switches content instead of animating again.

-The goal screen now slides down.

-News now slides up from the bottom of the screen.

Join our Art Stream.

https://www.twitch.tv/natch_evil

"Bug" Fixing

Alright, here's an update on my progress so far today (I took off from my "real" job today, just like yesterday). The changes might seem small, but they're significant enough to merit sharing. I've got more planned for later today, once my motivation picks up again.

Weirdly, I'm encountering some motivational issues, especially when it comes to implementing actual mechanical updates. Such as the powers system I brought up awhile ago and the system that would allow me to make it so mines give different resources based on what tile its built on etc. I'm not quite sure why this is happening. Perhaps it's because of a bit of a too-quick transition back into game development after my week and a half long vacation. *shrugs* if i dont end up doing it other stuff will get in anyway heh. DR4X development is certainly a process.

Whats more interesting to me perhaps is unit positioning and movement and how i can expand on that mechanic to make the game more interesting over longer periods. The mine positioning etc, kinda falls more neatly into this than the 'powers' i've been working on. We will see what happens. If you have any ideas i'm all ears. After all i have to make sure the game stays interesting after multiple chapters are added.

Here are the changes I've managed so far today:

-Someone reported the halfway to unconventional victory menu 'glitches' as a bug so i updated it to make it hint at what you need to do as well as still looking like an error. This should reduce confusion.
--Thank you Reelacks

-Finally got around to adding back the old "hidden" files on the terminal emulator. They used to not be hidden, than i hid them. Now it hints at the command you need to do to access them.

-The game properly hints at this now in the library aswell as some other story bits. And other more broadly apllicable hints.
--It also gives a name to a previously unnamed character

-Resolved numerous instances where the game displayed incorrect terminal operating system names. This ensures that players who got ProNode, for instance, won't encounter any references to NodeOs, and vice versa. (If you still are let me know heh)

I'm hopeful to make more progress as the day goes on! *knock on wood* Since its only 4 and usually i don't even work on the game until like 7. But these updates are live as of this post.

I'm Back! Small Update

Hey folks i'm back from my vacation!
Happy new years!

I made some updates based on feedback from this video!

[previewyoutube][/previewyoutube]
Thanks for checking it out BTW

Changes:
-Select ranger popup on tutorial now also explains how to move the camera and also is more comprehensible

-Out of AP/MP hourglass now more opaque

-At the end of the tutorial the popup doesn't start jumping around until khan appears and ends when you click continue, i dont think this turned anyone off the game but it feels more polished now lol

-If you win a Skirmish or Mission and choose to continue anyway and then go to the menu it now changes the "Resign" option to "Finish Game"

-If you win a skirmish or mission and choose to continue anyway it now changes the "You have resigned" text to "You Were Victorious Awhile ago!" when you click "Finish Game"

-Continue anyway text is now "You've won, continue anyway?"