First look at the new FTGW interface
[p]One of the significant limitations of FTG was the 4:3 aspect ratio, which we built into the engine back in 2011. Over time, most players switched to widescreen monitors with a 16:9 aspect ratio, and in our game, zones appeared on the left and right where we couldn’t place anything.[/p][p]The more mechanics and new windows appeared, the harder it became to fit new features on the screens, and the more difficult it was to think about the day when we would have to redesign the interface.[/p][p]At the start of FTGW development, we decided to rewrite all those parts of the engine that limited the game’s growth:[/p]
[/p][p]In addition to the overall design overhaul, we implemented three other important changes:[/p][p][/p][h3]1) Faster work with mail messages[/h3][p]Often, we understand the essence of a letter just from its subject line. So why open the mail client if everything is already clear?[/p][p]That’s why we decided to display message subjects directly on the main screen. If you want to mark a message as read, simply right-click on it. If you want to read it - left-click.[/p][p]For those who have played Civilization, this approach will be familiar - that’s exactly how event messages are managed there.[/p][p][/p][h3]2) Gear menu[/h3][p]Previously, this menu was located in the bottom-left corner. But it often competed with the “Back” button. Because of this, on some screens the menu was hidden, since the “Back” button had higher priority. This also meant that in some cases, returning to the main game menu was not very convenient. So we moved the gear menu to the top-right corner - just like it’s done in many applications.[/p][p][/p][h3]3) Tournament logo[/h3][p]Notice how the name of the “Premier League” tournament is styled. We designed it to resemble a tournament logo. Now, on many screens, it will appear specifically as a logo. If this decision proves successful after the release of FTGW and we see that it doesn’t cause problems on various interface screens, then in the future we will allow mods to upload images with logos of real or fictional tournaments.[/p][p][/p]
[/p][h3]Number of footballers on the screen[/h3][p]One of the things we’ve focused on is the number of footballers visible on a single screen.[/p][p]On the one hand, we try to make the interface so that the fonts and other elements are large enough. I’m 43 years old, and I don’t like straining my eyes to read small text on a screen. From talking to our players, I’ve gathered that most people playing our game are men aged 35+. So, for many, this is also a relevant issue.[/p][p]On the other hand, it’s nice to have more information visible on the screen without needing to scroll.[/p][p]So, we’ve optimised the space as much as possible to make it more comfortable to play without having to squint at small fonts. Previously, you could see 15 footballers on the screen at the same time; now you can see 20. That means you can view the entire starting line-up and all substitutes without scrolling through the list.[/p][p]Here’s a comparison of how it was and how it is now:[/p][p]
[/p][h3]Special list scrolling[/h3][p]Previously, the list of footballers would scroll as a whole - with both the starting line-up and the substitutes moving together. So, if you wanted to move a footballer from the second squad to the main one, you had to scroll down, grab the footballer, and drag them upwards until the list automatically scrolled to the desired position.[/p][p]Now, we’ve fixed the starting line-up in place. Only the second squad and the substitutes scroll. This means fewer unnecessary movements when selecting footballers for a match.[/p][p][/p]
[/p][p]On the right, you can now see information about:[/p]
3) A great place to get notified about news and discuss it is our Discord. [/p][p]4) Additionally, to stay updated, you can subscribe to our mailing list: Email subscription.[/p]
- [p]the interface system[/p]
- [p]the match animation system[/p]
- [p]the graphics system[/p]
Main game screen
[p]Let’s start with the screen that is the center of all the player’s football activities:[/p][p]Team screen
[p]Contracts
[p]The contracts screen functions the same way as before, although now it shows more footballers than it used to. However, we’ve added a small improvement that will make life a little easier for those who like to plan their finances based on the value of their footballers’ contracts. This is especially useful at the start of the transfer window:[/p][p]- [p]The total value of all your footballers if you were to sell them right now.[/p]
- [p]The cost of extending all contracts by 1 year - even for those whose contracts don’t yet need renewing. This helps you plan your finances for the future.[/p]
- [p]The cost of extending the contracts that are about to expire by 1 year. This allows you to plan your finances for the current transfer window without having to open each footballer’s contract renewal screen and manually calculate the total required amount.[/p]
Final notes
[p]We are currently in the process of making two major changes: redesigning the engine’s graphics and animation systems, and updating the interface windows.[/p][p]As development progresses, I’ll gradually introduce you to the new screens where we’ve added interesting improvements.[/p][p]However, the new graphics and animation systems will take longer to arrive. Unfortunately, they require a great deal of effort and patience, and they are the main reason for the game’s delayed release.[/p][p][/p]How to follow the development progress?
[p]1) First and foremost, visit the game's page and add it to your wishlist. This way, you will receive an email from Steam when the game enters into Early Access or Full Release. [/p][p]2) Secondly, click "Follow" to be notified whenever we publish news on Steam. [/p][p]