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Our Visit in Shanghai & UI Rework

[p][/p][h2]Hello Everyone ૮ ˶ᵔ ᵕ ᵔ˶ ა[/h2][p]Hope yall had a great week and are ready for an even greater weekend. Things are definitely energetic on our end. We’ve been polishing our UI non-stop since the demo ended and we’re finally ready to show you some of the results. Besides that we’ve been doing some marketing work behind the scenes by applying for and appearing at conventions.[/p][p][/p][h2]WePlay[/h2][p]Our first convention that we appeared on was WePlay in Shanghai on November 22 to 23, where people had a chance to play our demo. We also featured some of the other games our company made, those being Bermuda Survivor and Tainted Grail : The Fall Of Avalon. Both of those games are fully out on steam, and are hella cool so go check them out if you like what we do! Supporting them supports us as well 🙇‍♂️
[/p][p][/p][p]It was super nice to see people come up, play our game and be excited. Thank you, thank you, thank you!!![/p][p][/p][p]There are also other events that we’ve got a big chance to be featured in, but nothing's certain yet so we won't provide much detail for now.[/p][p][/p][h2]UI Rework[/h2][p]We’ve also been tinkering with the UI and how everything fits together, more changes are coming, but we’d like to share our work so far anyways. The new equipment panel is my favourite part. In the demo, the UI here was very cluttered and hard to navigate, we could see players clicking stuff back and forth, cycling through the menus and feeling lost. The changes are meant to limit the amount of buttons on the screen to bare minimum, so that we can enjoy the wonderful art and not stare at them damned rectangles all the time.[/p][p][/p][p][/p][p]The new map is also coming along quite well, it is already implemented and very close to its final version. We’re aiming for similar results here, limiting the amount of UI on screen at any time, and the amount of clicks that the player has to do in order to  move around.[/p][p][/p][p][/p][h2]Skill Tree Changes[/h2][p]The new skill trees were already teased in one of our previous posts, but here they are! Fully functional, animated and looking sexy. And with it, you can see what we’ve thought of, in terms of increasing the base stats of our heroes.[/p][p][/p][p]
[/p][p]It is insanely satisfying to navigate, and with all the SFX, it is finger licking good. We’re really proud of how it turned out.[/p][p][/p][h2]Controller Support[/h2][p]We knew it was coming, but it's happening sooner than we expected. Our game is gonna be fully playable on controllers, and steamdeck. It's entirely possible that our upcoming playtests are gonna have the controller support already implemented and functional.[/p][p][/p][h2]Wrap up[/h2][p]I know… we didn't showcase much gameplay this time around, but we're very close to finishing a playable version of the first chapter and we’re starting to cook up the second one. This will come with a new plethora of enemies and mechanics, but we’re not quite ready to showcase them yet. Anyways, we’ll see yall next week.[/p][p][/p][p]Stay safe!
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