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57For those of you who come read regularly, you may have noticed that we’ve been laying low for the last weeks. We have our reasons: basically we were laser-focused on releasing a new gameplay video, and vowed to make our new blog about it. Unfortunately, we were hit with several delays, some related to the video, others less so. And as the days passed by, the video remained unfilmed.
But we have finished it! You may now check it out on Youtube:
This feature has required a ton of different skills to create. It required us to go back mess around in the AI, to change a lot of the Bricktron’s behavior to make them more open to direct commands. It required a lot of good ol’ game design to create a control scheme that has more potential than the old one. Some nitty gritty graphic design to fit as much information as possible in that small circle without saturating the area with buttons. Finally, long hours of coding have been spent to make the thing as fluid and responsive as possible, including tweakable animations and colors.
I think we’re all quite happy with the result, but the best thing about the radial menu is all the ways we can make it even better. We got loads of ideas, and already have a few things we’d like to change. But the important part is that it’s hopefully going to make the game a lot more playable, and less tedious overall.
I also had to design a bunch of icons for the radial menu, some of which i’m quite happy with. Here’s a few examples.
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There are a few unfinished ones in there (this picture is more than a week old). Also, the last one on the right is by BenoƮt, I found it to be adorable, and would like to feature it somewhere in the game. :)
Who likes chiptune?
We sure do.
This one is super short but super good. Listen to it super loud for maximum neighbor annoyance.
Thanks for reading!
I’ve been waiting for this update – and the new menu looks phenomenal guys! Very well done – keep up the great work. I’m licking my chops for the beta, it’s going to be so polished.
Isn’t there supposed to be an alpha release before beta? What we have now is AFAIK prototype – that means something that is pre-alpha.
Alpha versions aren’t usually released to the public, an alpha version is what the developers use to clean out an bugs before they release it to the public in an open or closed beta version where the public assists in helping iron out any further bugs. Once the majority of these bugs have been removed a game is usually launched for real. That is the theoretical way of things, but some developers do it differently. If anything the prototype would be more of a post-alpha version though… :)
The Prototype is pretty much the Alpha now since they’ve been releasing updates for it.
Awesome! I think it’s safe to say we’ve all been waiting for this update, but it looks like it was well worth the wait! xD
Hey guys its good to hear from you. Let me just say that I think this new menu is awesome! At the same time im a little concerned because it sounds like you are focusing a little too much on the fine details where there is still much work to be done in regards to the overall playability of the game. I look forward to your future posts and am glad to see you didnt just by a lamborghini with the money like i would have.
I hate to be the asshole who points it out, but not posting blogs consistently (once per week, for instance) will lose you a lot of popularity. You can tell by the comments on the last blog post that many people were dissatisfied that they weren’t updated on development. I wouldn’t set a big, long-term goal like making a blog about the video and not changing it to match the situations that arise during the week. If all else fails, just make a blog about the technical perspective of development, like the first couple times: people will be happier that you’re communicating, and you also get more time to work on the bigger objective.
Still hang[ing] in there,
Jdawg
/seconded. It kind of felt like you guys fell off of the face of the planet there. If all else fails you can always start making pictures of the office ;).
If they are not going to do these blogs regularly, maybe they could use Twitter and just tweet little updates once or twice throughout the week. That would be far less time consuming than a full blog and it would still keep us in the loop.
What is the third icon from the right in the top row? Looks like a broom or rake.. could it be for clearing debris?
You can already clear debris with the press of a button (I think it’s Delete), so I think a better use for that tool would be to smooth the ground so that dirt looses the hump look it has with grass on top.
But Delete clears everything on the map, I would think that icon is for GATHER debris. Just my thoughts though. :D
Yes, pressing the DELETE button clears everything off the map but the new symbol that looks like a broom looks to be a “CLEAN UP/GATHER” task which will be great!
YAY!!! this game looks even better than when i saw the first video for it (many) months ago, and I cant wait until beta.
keep up the good work you guys!
Wonderful update guys! Love the Radial Menu, and the buttons are now very intuitive. Keep up the good work guys!
Looks great, the radial menu is a smart idea and i like how everything is logically placed c:
good to see progress is happening. This is a really good functional fix
I suggest re-visiting the color choices for the radial menu buttons. Having every single function by brown/grey/yellow icon on top of a green circle makes everything look very similar at a glance. Varying the color of the background circle based on the nature of the action would help to differentiate the functions visually
I was really upset that you did not post a update in 3 weeks but I must say that the Radial Menu is great! Please take the time to post a update every week and let us know what is going on with the game. Great job you guys!
Hey guys, been waiting for a new Dev Diary for a while, but now I understand why. Radial menu looks awesome and I like the new design and images. Keep up all the good work!
I have really mixed feelings about radial menus, mostly because i way to often see them implemented in a way where it just makes it more annoying to use :(
But from what i can see from the video, it looks like you have really thought it through, and used it to actually make it easier than normal menus ^^
Really looking forward to trying the game, hurry and get a beta out :D
Super exited to be seeing this! Way to go, was defiantly worth the wait.
Keep up the good work guys!
Looks like another game compared with the prototype :P
*cough* Prototype update ? *cough*
AWESOME work on that radial menu, guys. Absolutely love it, can’t wait to try it out!
I can’t wait for this update! The new radial menu looks like it makes the game a crap ton easier to play! Now all I am hoping for is for them to fix the bug that makes bricktrons stop working when something’s like… 50 blocks away.
I agree. My personal enjoyment comes primarily from shaping the landscape and building. Honestly, my only real complaint about this game in it’s current state is the AI. If the Bricktrons would continue working and following my commands indefinitely, I could play this game, as is, forever. I have about 25 games saved where I was in the middle of something really cool but then all the Bricktrons just…Bricked. I’m keeping them in hopes that once the AI is updated, I can go back and finish.
Don’t get me wrong, I won’t complain if they add some new block/log types as well as some other placeable items, but really, I’m pretty happy with what I’ve got. I just hate having to abandon a project because the Bricktrons are on strike and I have no way to bribe them to keep working.
I like this week’s music playlist. Makes me happy whenever I click play.
Looks really good guys.
I wouldn’t have a problem, when you make only updates when you have to show something.
Not always a video, of course, but just something to say: See, guys, progress!
Ace guys! Very impressed with the new systems and the positive response you gave to all the people bi***ing at you in the last blog. Thanks for listening to your community, I think this blog will get alot more people restoked and give us even more faith in you. We can really see where our money has gone now, into making this amazing game look even better!
Can’t wait for beta, but keep it up!
I love these dev diaries. It’s great how you guys are in the process of making a highly anticipated game and still have the time to give us updates on the status of it. Great work with the radial menu, too!
me too, not fair that we have to wait. wish you guys were like Notch and let us throw money at you.
Every time I see an update on Sauropod, I read through it and immediately scroll through the comments to find the Space Narwhal’s ‘yay’. It brightens my day considerably. :)
Me too :)
Great guy, he deserves an spacial easteregg inside the game!
Looks awesome as always guys, I hope you’re still enjoying the game-making process!
The radial menu looks excellent, though I think it’s important that many of those mechanics you demonstrated, like commands and such, should be linked to a simple hotkey as well. That will ensure fluid gameplay for those attuned to RTS games.
As always, looking forward to more blog posts!
i totally agree with araph. I also do that as well. The beta comes out this month right!?
WOAH so excited. Missed the ks funding but been following you guys ever since waiting for the beta.
SAUROPOD STUDIOS IS FREAKIN AWSOME!!!!!!!!!!!!!!!
The radial menu is awesome, but I would rather see those partly great bugs fixed until new stuff is added.
But no complains, maybe they are right on it right now…
PS: Amazing Soundtrack of the week
*wiggles with anticipation* I really cannot wait for any form of public release of this game, the ideas of creativity in this game are rarely seen elsewhere, i seriously hope this project makes it all the way to the final stage of beta release, it be a shame to see someone else swipe the project idea~
Keep up the FABULOUS work guys~
+1 for Space Narwhal easter egg. Possibly an artefact in a mountain which when activated a giant narwhal floats through a game in the islands and says “YAY!”
“GolemDevil likes this”
Can i still donate at kickstarter to get a copy of the prototype and/or beta?
No. the kickstarter is over. However, they are planning on opening beta pre-sales, so you should still be able to get the beta that way
Just saying, but I am extremely proud of you guys for designing something as intuitive as that radial menu! I’ve been following this Dev Diary for quite some time and the radial menu is my favorite feature so far. Please keep it up.
Also, that icon drawn by Benoit could be placed next to the “Exit” button on the main menu, as it looks like one of those old-school icons that quit the game when you clicked on them.
:D
The new menu looks great! It sort of reminds me of Cortex Command’s menu, with the swiping up to pick up things and swiping down to drop them. I understand where you were coming from with not allowing players to give direct actions, especially as the game reminds me a lot of Dwarf Fortress. If you guys aren’t familiar, it’s basically the game minecraft was based off of, with a lot of sandbox, rts, and rpg gameplay. In DF you can only group dwarfs to do certain actions, which in the beginning took a lot of getting used to but became really useful when you got the hang of the system, especially as the game progressed and you started managing upwards of sixty dwarfs instead of the five or six that you start out with. The waypoint and radial menu seem more accessible, but I hope it won’t limit the fluidity and the scope of the game, since it might be harder to manage a large amount of units without being able to just tell them the general actions they should be taking, while the player can focus on a few specific problems requiring attention. Keep it up guys!
I suggest also allowing hotkeying of Radial menu options when they’re open.
IE: When a Radial Menu is open on open ground you can customize it to have the actions on the radial menu mapped to numbers 1 – 6 or w/e the player likes.
This suggestion is mostly to avoid “over-clicking” for people who might not necessarily want to click and drag all the time. But still keep the option for those who do like to.
So starting a mine might have the input of:
1) Right Click
2) Press 1
3) Outline Mine
As opposed to Right Click Drag to a corner every time.
Some people might like hotkeying better, others might like dragging better. Some players might like a mix of both. But by having the option to do either open, you increase the ease of the gameplay for all player types.
I know the Starcraft player types would love customizable hotkeys for individual radial menus (myself included :P). Good work on the menu though guys!