StarLife is a Turn Based 4X Space Strategy Game. Our aim is to surpass the unbeaten classic, Master of Orion, and to create a new standard of the genre. We are overhauling many of the stagnant or underdeveloped game areas. Technology system is more developed, with four ways to gain knowledge and improve it (research, civil research, prototyping, diplomacy, espionage). Diplomacy is completely remade, based on intentions: your every action has an agenda, which other empires might get knowledge of and react accordingly. We are also adding elements of grand strategy games, in order to cut down on micromanagement while preserving player choice and complexity. For example, you do not control single ships, but can order a fleet to patrol a certain region of your empire or attack a designated point. Other features of StarLife include quick but deep combat system, unique races to play, and beautiful pixel art graphics.

We've been playing with fonts lately, which one do you prefer?

Posted by Hoverdog on Mar 12th, 2013

We've been playing with fonts lately, which one do you prefer?

Here's the old one:

and the new ones:



comment and share your thoughts!

Post comment Comments
null.
null. Mar 12 2013, 7:20pm says:

Hmm, I'm not really a fan of all-caps fonts for longer texts like in the story box, but other than that, the new one looks better.

+2 votes     reply to comment
Henley Staff
Henley Mar 12 2013, 7:52pm replied:

There is only so much shadows text can have before it is overused.

+2 votes   reply to comment
Hoverdog Author
Hoverdog Mar 12 2013, 8:22pm says: +2 votes   reply to comment
TwinBeast
TwinBeast Mar 12 2013, 8:33pm replied:

This one feels easier to read: Purpleorangegames.com

+3 votes     reply to comment
somonels
somonels Mar 13 2013, 1:53am says:

Here's how I'd grade them:
Best for aesthetics: 2
Better compromise: 4
Best legibility - what I'd read the first time around: 1st pic right side.

Don't use angular gradients if you need to have the text pop, use one that is straight down, up or use an outline. Keep line heights uniform.

+2 votes     reply to comment
Kuznetsovsky
Kuznetsovsky Mar 13 2013, 3:34am says:

I'd definitely go with the last one, looks easier to read and it goes well with the general aesthetics of the menu itself.

+2 votes     reply to comment
Gugarion
Gugarion Mar 14 2013, 12:34pm replied:

Agreed

+1 vote     reply to comment
baszermaszer
baszermaszer Mar 13 2013, 5:17am says:

Your game looks very promising BUT then I saw the awful HEX_GRID on the video.

Ships should move exactly like in MOO, turn toward target then shoot. Target could shake from hit and weapons fire should explode on its shields/hull.

See, why MOO was the greatest, all combat specific action was ANIMATED.

UNtil you get rid of the HEX-grid and do a MOO-like combat, its a NO BUY from me, sorry.

I think a lot of MOO fans want exactly that combat, after you have done that, you can make adjustments, develop it further, adding more animations.

But i can see its not your main focus, probably there are no developers in your team for a great combat model.

So best of luck selling the game.

+2 votes     reply to comment
Hoverdog Author
Hoverdog Mar 13 2013, 10:17am says:

@baszermaszer (for some reason I can't 'reply') - while the combat is still very simplistic in StarLife and we'll be working hard improving it, I don't understand why do you hate hexes so much?
IMO they are better than square grid (which was in MoO), mainly because the center of each hex is at the same distance to the center of another, unlike squares, where diagonal movement is hard to balance properly.
Can you elaborate a bit on what you mean exactly?

+2 votes   reply to comment
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StarLife
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