2 days to launch – UI and localizations preview
Author: Miami_Mechanistry,
published 3 years ago,
This is getting too real – in just [b]two days[/b], players of the world will set up their post-apocalyptic beaver colonies. There are many changes but some will be visible right away as soon as you start a new game. First of all, the game is now available in [b]all 11 planned languages[/b], including the Asian languages we didn’t have in the demo. Second – we now have a [b]brand new UI[/b].
[h1]New UI[/h1]
[img]https://clan.cloudflare.steamstatic.com/images//36026812/ac2c3b9ec389b6340c4791be536cb7e426902afe.jpg[/img]
[img]https://clan.cloudflare.steamstatic.com/images//36026812/153392234abad413173b777ecb089047339787b8.jpg[/img]
Here are two samples of the new UI. The first one is taken in Global view at 120% UI scale, the second one is a District view at 100% UI scale. [b]You can scale Timberborn's UI at will[/b] and you will read about views in a moment.
While we have no doubts this one is much prettier than what we had before, this is a huge change and it may take a moment to adjust. Also, we've heard some early comments about the new UI's accessibility to colorblind and visually impaired players. Let us know if the current iteration is problematic for you and we'll try to make adjustments as quickly as possible.
Now, let’s break down the most important elements of the new UI.
[h3]New bottom panel[/h3]
We have replaced the miniature 3D renders with hand-drawn icons and added new, more visual tooltips. The sheer amount of new buildings meant we also needed to rearrange the toolbar. While the categories stayed the same, some feature many more objects and might require a little rearranging in the future.
[h3]New right panel and flavor texts[/h3]
After you select a building or a resource, you will see a new, easier-to-read panel that features a toggleable element – the description and flavor text frame. Most clickable elements on the map now come with a little bit of text – a quote, a lore tidbit etc. If you want to read a building’s flavor, you need to build it first.
[h3]New clock and “season” panels[/h3]
We have updated the way in-game time, beavers’ work time as well as weather (previously: seasons) are displayed. We now have a forecast bar that helps you notice that the drought is coming and will tell you much more you need to endure to survive. It is also easier to change how much your beavers work.
[h3]New upper and left panels[/h3]
The upper panel displays the number of available resources. On the left, you can monitor basic stats for your population. Remember that what you see here depends on whether you have chosen the global or district view. We have updated these panels to include icons instead of pure text, and you are now able to expand and collapse the lists.
[h3]Map Editor[/h3]
[img]https://clan.cloudflare.steamstatic.com/images//36026812/93b3d9aaaded66218a5b44cda431094a3c194b0d.jpg[/img]
You can read more about the editor [url=https://store.steampowered.com/news/app/1062090/view/2987564817138789364]here[/url], but our easy-to-use map-building tool has also received a UI overhaul to match the current in-game UI.
[h3]Crash screen[/h3]
[img]https://clan.cloudflare.steamstatic.com/images//36026812/730bc0d55953e64e50cc87999f6232f046a895e5.jpg[/img]
To round things up, we also have this particular screen. Of course, we hope you'll never get to see it in-game but... [i]things happen[/i].
[h1]New in-game views[/h1]
[img]https://clan.cloudflare.steamstatic.com/images//36026812/d79da4485202a7a718f7873fab1fab77e857f285.jpg[/img]
To make it easier to navigate your settlements, we now have a few tools that help you see what’s going on. Because we now have districts (more on that [url=https://store.steampowered.com/news/app/1062090/view/3004447489495592941]here[/url]), you’re able to switch between the [b]Global[/b] and [b]District-specific[/b] Views. When in the district view, you only see numbers related to that particular district. Switching to the district view is a matter of choosing a district from a dropdown list or clicking a building belonging to that district.
You are also able to toggle the view between [b]vertical layers[/b], making it easier to maintain stacks of buildings, check the situation in tunnels etc.
Finally, because beavers will now continue to use underwater paths, build, and gather resources, you can toggle [b]water transparency[/b] at will, not just when building.
[img]https://clan.cloudflare.steamstatic.com/images//36026812/75c0ea8fec2b039bc91870b9bd77611240f59354.jpg[/img]
[h1]Localizations[/h1]
With the annoying Unity bug squashed, we were able to add the three missing Asian languages to the game. This means that the whole game is now available in all planned languages:
[list]
[*] English
[*] Polish
[*] French
[*] German
[*] Spanish
[*] Brazilian Portuguese
[*] Russian
[*] Simplified Chinese
[*] Italian
[*] Japanese
[*] Korean
[/list]
Additional languages may become available at some point of Early Access either due to huge demand or as a community project. We should have more details about that in the future.
Which language are you going to play in? Let us know, and if you're on [url=http://discord.gg/timberborn]our Discord[/url], you can do that in Polish as well! Siema!