DEVLOG #9: Game Layer content
We have been adding game layer content to the entire game! Loading menus are now replete with tooltips, providing information about the game world. Basic character menus have been added and basic ship menus are also work-in-progress.
This was accomplished by connecting the Character Store (in-memory cache) to the frontend through a series of websocket events sent over Phoenix Channels. For non-realtime UX interactions, GraphQL queries and mutations are sent back to the server.
UI Components have been added as drawers and floating windows. As you can see below, the basic grid inventory system is also functional! Drag-n-drop equip and unequip works for characters.
Each profession comes with a specific set of starting equipment that will help them in their day-to-day operations by giving the character skill boosts when equipped. Some equipment is “consumable” and destroyed by using. The ultimate goal is to have the UX such that you can drag any item to any where on the screen and cause an interaction (i.e. jettison into space, put into cargo, smuggle into someone else’s inventory 😅) - whatever your heart desires.
All celestial bodies now display live graphical information about their properties! Further UI enhancements will be coming to them. You can see critters, resources, and infrastructure directly on the surface of the celestial bodies. All with BEAUTIFUL graphics loaded in.
We will continue to enhance the ship component system and fix up flight and infrastructure. Once we have playable infrastructure pages instead of our default UI mocks, and some HUD elements for space flight we should be ready for playtesting ;)! STAY with us. We’re making progress!!!
Sneak preview of the Ship Component system (WIP):