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UI Update Sneak Peek

The focus of the v0.2 update cycle is UI improvements, and I've got a few screenshots showing off the progress that has been made so far to share with you all. First, we have a new main menu screen, completely replacing the default Ren'py one.

Next, the travel map has been reskinned with new hexagonal buttons to keep with the theme of the rest of the game. The players current position is now marked with a green tinted and slightly larger hex, which should make it more obvious at a glance where you are and where you will be able to travel next.

Third, and perhaps the one I'm most proud of, is the new menu select style. The hexagonal buttons are spliced together to form a very nice laddered list. Not only does it look great, but it reduces the amount of vertical space needed to display long lists, which was slowly becoming a problem.

Finally, we have a look at the new text box layout, along with the new text style being used for the info panels on the left hand side. There will be some rearrangement of information in the next few days that should eliminate the overflow that is occurring right now.

Let me know what you think about the current UI style and if you see any problems or possible improvements with it!

UI Update Sneak Peek

Comments

I have to agree that the Honey Select models in LR are better looking than the current models in LR2. BUT, the potential of the Daz3d models is *amazing!* Have a browse of daz3d.com and see for yourself. I'm almost drooling, waiting patiently for Vren to get the game infrastructure and mechanics out of the way so that he can start working on the eye-candy in earnest. I know it's still early in the development process. Hopefully the scope of the game won't be expanding too much more and we can start to see some great looking models in great looking outfits!

Please bring back the old art style for the characters! I kinda dont dig the new ones :(

I like it; it has a bit of a "sci fi" feel which is appropriate if you're making a serious go with the "business sim" part of the game, since the MC's company will be on the cutting edge of chemical tech. I think you have about the right use of transparency; most people use it in conjunction with low-contrast text and the whole thing becomes unreadable to anyone over about 30. One lesson we can probably take away from LR1 is that the more metrics you expose, the better. Players need feedback, and in a procedurally generated environment like this one the text tends to be mostly flavor, so it's doubly hard to determine from the verbage wether what you did improved the state of things or not. Immersion-breaking though it might be, I always like at least having the option of getting immediate quantitative feedback ("Her affection level increased by N") so that I know wether or not I am grinding correctly. Spending time grinding away only to learn you accomplished nothing the whole time is frustrating, and in a game with a time limit it's downright rage-inducing. Tags was another great thing in LR1. Will there be something analogous in LR2? Tagging my sales staff with "free use" might be useful, for instance. <sidebar> You know, you could make some interesting plotlines with the business sim angle too. At some point in growth the MC has to fight off a rival tech company, perhaps by using his serums to discover critical information or deploying his army of hypnosluts in some fashion. Government investigations, either into the legality of the serum itself or the dodgey HR environment, could also be a thing. (It'd be sort of Selectacorp, except with an actual game engine and minus the creepy overt misogyny.) I'm imagining a 'quest' where the player has to find a girl with certain exact characteristics (say, certain body type and coloration) and get her trained up so that she'll seduce a highly-particular rival executive in just the right way... </sidebar>

Dubsington

I'd suggest adding a border, drop shadow, or some kind of effect around the interface. Some graphical what to make it pop from the background would help make it read better.

Taylor Hughes

Maybe a solution to the translucent text boxes could be font that is white with black borders? That literally makes a font readable on any surface. I don't know if that's something that can be done with ren'py, though (are you still using ren'py?). Either way, the UI design looks really nice overall :) Quick question: Will the UI be able to be hidden while keeping the girls on screen? I've noticed with the first build that if you hide the UI the girls disappear too.

Kedokata

As a couple of others have mentioned, there was some issue with translucency on the vast data provided in the info screen to the left. Since the screens are tiny compared to monitor-sized, I can't tell if you increased the opaqueness or not. While it's a nice effect to see the whole scene "in background", it's a little nicer to be able to read the typeface clearly, so that's my only contribution. I like the color scheme, though (what can I say, I'm a fan of the blues) and the highlighted travel location is a marked improvement.

Ignatz


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