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Old 10-08-19, 08:34 PM   #81
AzureSkies
Blue Water Dev
 
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Join Date: Feb 2019
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Default WEEKLY UPDATE

Hello again!

So, with current work focusing on things less show-offable, and not having shown a lot recently, I've decided to make the best of it and show off some of the changes to/progress on the minimap/control interface.

The overlay and definitely the console textures will probably be improved considerably before any release, but the addition of a number of simple features such as box selection and locking the map on any contact go a long way to improving the feel of the game.

Still deciding on the exact menu layout/tree structure/button positions, and playing with the font size and style to make it the most legible while maintaining a distinct aesthetic.

Also while the sensors modeled are far from complete, they work and auto-classify contact types (air, helo, surf, or sub) based off the contacts' returns and some simple logic, including true classification on visual ID, and also planned is ESM and active sonar interception to classify contacts based on their sensor type.

Also, datalink is being modeled. Should make multiplayer interesting.

Shown are NATO and Soviet colorations/modes, as well as locking the camera on the player ship, selected ship(s), or nothing, and various zooms, distance units modes and menu positions.





Also, I'm looking forward to showing off some more progress on the modellers' side next week...



Thanks for joining us, if you have any feedback or concerns with regard to the UI system please feel free to discuss. As stated before, it's a bit tricky to come up with a unique, immersive and functional/well-designed UI system that can both allow a great deal of depth to the control while not being too overwhelming on the learning curve and reasonably intuitive.
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