Intertwined is a game set in a post-apocalyptic environment where the player must attempt to rebuild society with what scarce resources are put before him, while staying elusive and avoiding the evils of this new world. While some people may choose to stay isolated and live off the lands themselves, others may take on the hefty task of building or joining a settlement, and living in a community with the perks it provides. As the game advances, the focus of surviving turns to thriving as players take to creating vast cities and rebuilding society; advancing the world from a nuclear wasteland to a potential futuristic utopia.

Post news Report RSS Intertwined Progress Update #4

The Inventory interface has went through many changes since it first began, programmatically and design-wise. We feel like we touched on how we want the Interface to look and feel like and this is what you will find in the Early-Access when it is released on Steam. Since the Inventory interface has changed, we are now at work with creating a Crafting and Diplomacy interface with a consistent color scheme.

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Hey guys!

We said we'd be posting weekly updates and were close to deciding against it for this week due to issues we've been having with managing build files. Recently, we've been trying to come up with the best solution for us to be able to smoothly transfer and merge builds without too many problems as the default asset version control system the Unity engine provides isn't the best. We are now re-adjusting to a new solution and should be well prepared to share the great progress we've been having with our game for next week.

For now though, we didn't want to leave our eager viewers empty handed - This update outlines a bit of the current redesign of the UI, mostly pertaining to the progress of the Inventory system.

This is the time-line of our Inventory interface from the inception of the game:

Version 1:

V1
Link with better resolution: Puu.sh

Version 2:

V2
Link with better resolution: Puu.sh

UNDER CONSTRUCTION: Our current and FINAL Version that you will see in-game:

V3
Link with better resolution: Puu.sh

The Inventory interface has went through many changes since it first began, programmatically and design-wise. We feel like we touched on how we want the Interface to look and feel like and this is what you will find in the Early-Access when it is released on Steam. Since the Inventory interface has changed, we are now at work with creating a Crafting and Diplomacy interface with a consistent color scheme.

Analyzing the Inventory Design:

Left Hub: The Player Model will be shown instead of the black placeholder image. You will be able to rotate it left and right and view your player.

Player Parts/Stats: The "head", "chest", "pants", and "boots" are slots for the player to drag in clothing/armor/etc. The Player Stats underneath the body part slots contain the following elements:
Player Kills, Infected Kills (Mutant Kills), Humanity and Days Survived. These elements are self-explanatory, but for specifics regarding "Humanity" - this element will be determined depending on Infected & Player kills.

Middle Hub with Slots: This is the Inventory, where the player will be able to drag/drop/split/use items accordingly with easy to use mouse shortcuts (right mouse click, left mouse click, double left click, etc). The slots with a lighter color represent active slots (bag space) that you have, while dark slots indicate the slots that have the potential to be unlocked if you find a bigger storage space (larger bag). On the bottom (red strip), will contain the player name the player will select, and information on how many items they are carrying.

Right Hub: The right hub, by default is a crafting panel (indicated by house icon). The second icon can be selected to show your current faction and diplomatic relations. The third icon will present the player with a friends-list. The fourth hub presents the player with in-game settings.

The overall UI is still under construction but hopefully this should give everyone a better understand of our approach with the UI.

We hope to provide much more information regarding deeper aspects of the game next week - Stay tuned!

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