[vc_row padding=”pb-70 pb-xs-50″][vc_column][rs_section_title title=”This week, Nysko Games wrote a blog post for us looking back at where they were a year ago…”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Every now and then I think it’s a good idea to sit back and reflect on your project. Absorbing all the progress and hard work you’ve made can be good for two reasons, not only for your own sanity, but also to help understand your project’s journey so far.
As we are hard at work on the early access release, we’ve found ourselves looking back at our progress compared to this time last year. The Dwarves of Glistenveld has come a long way – more so than we ever anticipated!
To visually compare our progress, here is a picture from our March 2017 build:[/vc_column_text][vc_single_image image=”3848″ img_size=”large” alignment=”center”][vc_column_text]You can see here that our UI is centered at the top of the screen. It was great idea on paper as we tried to keep it small and minimalistic, compacting every action into one of the four dwarf classes. However, after testing this style of UI we found that this way of representing actions was very unintuitive, as players kept getting confused and not knowing which action was associated with which class. In short, it required the player to do a lot of remembering.
Skip forward 12 months and here is a picture from our current build.
Huge difference, right?[/vc_column_text][vc_single_image image=”3849″ img_size=”large” alignment=”center”][vc_column_text]When we compare the two pictures you can clearly see a huge difference. The first thing that jumps out is how much better the environment looks. The ground and wall textures are completely different to what they were back in March 2017.
The same is true with the stalagmites and mushrooms which have been updated. We have even added in some giant rocks which back in March weren’t even a thing! Assets such as buildings have also been updated along the way. We’ve swapped out older art assets for newer ones as we make the game more aesthetically pleasing. Teams now have corresponding colours to help identify which dwarf belongs to which team, and, most noticeably, we have redesigned our UI to fit in with the Strategy & RPG genre. The new UI is much more user friendly, focusing more on iconography to retain the feeling of simplicity.[/vc_column_text][vc_single_image image=”3847″ img_size=”large” alignment=”center”][vc_column_text]Seeing how much the game has changed this past year has been a real eye opener. And to be frank it’s hard to remember how we got to this current build, as it is easy to lose track of all the updates and development work that goes on on a weekly basis.
This is why it’s good to look back every now and then to see the progress you’ve made, especially when you’re working on a project that can last longer than 6-12 months. Remember, it is easy to lose track of time, but take the time to look back at your progress and you may just be surprised how far you’ve come.[/vc_column_text][/vc_column][/vc_row][vc_row padding=”pt-70 pb-70 pt-xs-50 pb-xs-50″][vc_column width=”1/2″][vc_facebook][/vc_column][vc_column width=”1/2″][vc_tweetmeme][/vc_column][/vc_row]