In this monthly update we will recap the progress made in the previous sprints and many other things we have been driving forward. Exciting times as we keep getting closer to our MVP release!
User Interface - HUD & Main Menu (Final Touches)
We thoroughly researched different game UIs and compiled references in order to build an ideal one for Frontier.
The goal is to have everything needed for the player to interact with the game during gameplay, while making it simple and easy to use.
The current version of the HUD will include the following elements:
Mini-map
This UI element will represent the map in a minimized version, where the player can see how many platforms they have claimed, what is the position of their units and the visible units from the enemy player.
Unit Details
This UI element will show information about selected units:
Unit Production
This element will show the player the type of units they are able to produce. These buttons will be available or unavailable depending if the player has enough energy to trigger them or not.
Energy Bar
This element will show how many energy containers the player has and how many of them are filled. It will also show the containers that are currently locked, based on the maximum amount of containers that the player can have.
We are still testing a few alternative energy bars to fit the UI:
Accelerated Ending - ISSA Threat Level Meter (In progress)
I.S.S.A. is the International Space Security Administration, a neutral AI faction that will try to destroy both players. When players start a match, through their actions and the passing of time, they will provoke increasingly strong reactions from ISSA in the form of different effects on the terrain that aim to harm and ultimately destroy both players.
To track the progression of the effects that ISSA will unleash on the players, the players will have a meter visible on their UI. This meter will show which effects are active and which haven’t been triggered yet and the current position on the bar. The position advances gradually with time and by certain player actions during a match.
The purpose of the threat level meter is to push the match towards a conclusion and cause havoc ;)
Flash Blocks (In Progress)Flash Blocks are the equivalent to “spells” in this setting, i.e. they are effects that the player can trigger that will affect units, game properties and the terrain. Each flash block has an energy cost to trigger it.
Equipping Flash Blocks
Before starting a match, the player can choose which flash blocks they want to a equip from their list of unlocked Flash Blocks. Players can only equip a limited number of flash blocks and a glitch block for each match.
Using Flash Blocks
To use flash blocks the player needs to activate them from the UI:
Flash Block Categories
All flash blocks will fall into one of the following categories:
Glitch Blocks
Glitch Blocks are special abilities that only unlock once the map boss is destroyed by either player. Once this happens, whoever dealt the final blow will gain the ability to activate their Glitch Block once.
Both players will have the opportunity to unlock their Glitch Blocks again once the map boss respawns. This element will show the glitch block status, whether it is available to trigger or not. Once available for use, the player can click on the button to trigger the ultimate ability.
Gameplay Automation (Testing)
We are fine tuning the following automations allowing players to make multiple decisions simultaneously during a game and optimize time management during a match:
Meta - Player Progression (In Progress)
Player progression will happen gradually by earning XP from playing matches. Player progression documentation is now completed with details about maximum levels and rewards unlocked per level:
Meta - Unit Type Upgrade (In Progress)
Unit type upgrade has been documented with its requirements for upgrades and how these affect units stats:
There have been multiple visual iterations of our main game assets such as the core, turrets and units as we aim to find the ideal look and feel of Frontier. Here’s a series of short clips of our latest assets in action.
Frontier game configuration screen has been improved with additional features:
Main screen navigation flow documentation completed and currently being implemented. Few of the main interactions listed:
Significant improvements have been made on crucial game mechanics:
If you’ve scrolled down this far - well done champ! We’ve reached the end of another update and we’re happy with the progress we have made so far, hope you’re enjoying what you’ve read and seen so far as well!
Until next time… [transmission=off]