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Castle Story - New User Interface & Beta Preview at PAX East 2013

2013-03-26
hey everyone this is steve from gamers nexus dotnet and today we will be talking about castle story again and castle story of course is the game being developed by sauropod studio over in France we had a chance to meet up with the developers at pax east 2013 this past weekend and conduct an interview which is already uploaded check out the new user interface and generally have an awesome time so a quick shout to Francois Elena and all the other guys that sauropod for really just being awesome and friendly and showing that they're super enthusiastic about their game it was really pretty refreshing so this quick video is just going to talk about the new interface for people backing the game if you are new to castle story go check out our previous video that introduces the concept it is linked in the description below and its castle story very quick sentence is a great city building / RTS hybrid game that raised nearly a million dollars on Kickstarter so there's your intro we also just uploaded the on-camera interview and an article check all those out so on to the the content of this video the biggest items with the new UI are its contextual elements so we were showed this at PAX the island you see here is a clean Kickstarter Island the main changes are in the way of the player the way the player interacts the world so the first thing you'll notice is that task selection via the menu has now been completely overhauled it is so much better with information conveyance much quicker to learn and very intuitive the menu will respond to the environment and allows contextual task input so if you design a mine for example you can right-click the mine and use buttons that are specific to that menu to assign more workers fewer delete the mine resize it and other similar tasks excuse me the brick Tron AI will also respond contextually so just like the menu that so right clicking on a brick tron will offer a few option a new options specific to that brick drawn like breaking a unique voxel for example so if if they get stuck you can use that option to break a voxel and get him unstuck and they can also now drop what they're carrying so if that's glitched or somehow is confusing a new user why the brick Tron won't do any work they can tell him to drop the item and then make them do work and we'll talk more about that in a second the bricks or the blocks rather are also now split into two categories regular blocks and structures like wooden beams and Francois told us that they've gotten rid of the side menu because it interfered with their immersive demands but they've instead they they feel they have embedded everything in the right click interface and no longer need it so that's kind of cool to hovering over trees will give woodcutting commands mines will give mining commands and so on it's all right there in the new UI no more side menu you can also split construction groups pretty easily so if you're working on a complex building and realize that there needs to be a separate group for laying down scaffolding because for example your brick tron's just can't build any higher that need stairs or something you can assign you can split that group very quickly and assign the builders to work on scaffolding then you can prioritize by level of importance so the scaffolding in this scenario needs to be built first in order to do anything else with construction group 2 so it's group 1 we tell them we give them priority they do everything first they they basically just work only on building scaffolding and nothing else and then group 2 will be able to complete their task accordingly other than that I suppose Francois also told us that future changes will allow brick Tron's to pick up individual contents of a stockpile and move them making for better organization as the island grows via a relocation of resources they can also vacuumed up rubble and destroyed blocks to decrease system resource consumption and recycle in-game resources and I know some of the people on reddit were asking this and it was fairly uploaded I believe reforestation is a consideration in their minds the procedurally generated islands the infinite island concept is currently giving them a lot of trouble because of the way the zoom in zoom out works there they're worried that if you're zoomed out and you see 5 kilometers in the distance the game can't possibly sit there generating all that terrain so far away because it's just not resource friendly so they are trying to work on it though don't be too worried just that's the reality of developing a game like this now as far as interface the only other major thing radial indicators have been added to tasks which help you visibly determine where a brick tron's so called vacuuming or work area is positioned so that's sort of useful and really that's it for this overview go check out the full interview and article in the description below and I will see you all next time peace
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