We've been playing with fonts lately, which one do you prefer?
Posted by Hoverdog on Mar 12th, 2013
Here's the old one:
and the new ones:
comment and share your thoughts!
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.
There is only so much shadows text can have before it is overused.
This one feels easier to read: Purpleorangegames.com
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.
I'd definitely go with the last one, looks easier to read and it goes well with the general aesthetics of the menu itself.
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.
@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?
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