The Revisionist: Overworld UI

We've been making some more progress on The Revisionist lately, working out ideas for the flow of gameplay and polishing the visuals where possible. Recently I worked out a look for the Map where players select Nodes to conquer and manage their own.


We needed the player to know which Nodes belonged to who, so I figured color coding would be the most efficient method--green Nodes are owned by the player, red to the enemy, and gray are up for the taking. 

The symbols show what Resource you get for capturing said Node. These are mostly placeholders, but you might get materials or troops from a Node after a set interval of time once you own it.

We also needed to show the information for the Node when selected--location name, difficulty rating, and what you get once you capture it. The bottom right menu shows placeholder options for any given Node.

After a little refinement we switched the bottom right and pop-up menus since it turned out to look more efficient.


Now your options are displayed in the pop-up and Node information is shown on the bottom right. Difficulty is also now displayed as a star rating rather than just "Easy", "Medium", etc.

Now that the parts are in place it's time to make everything look pretty.


A few landmarks and textures, and it's starting to feel more like an actual map.


The Nodes looked really flat before, but we want players to know that they can touch them to bring up the menus, so they needed a little dimension. Also redid the roadways in a slightly more presentable manner.



And here we have the current look of everything. Pop-up Command Menus have more dimension as well since they're also buttons. Selecting Attack will take you to the Unit select Screen, where you'll arrange units, and then proceed to fight for the Node. Build will let you arrange turrets and other defenses for oncoming enemy invasions in Nodes you own. The bottom left Home Node may function as a Home button where you can bring up a basic menu for managing supplies, changing Options, exiting the game, and so forth.

From here we're still doing some revising and testing, but we're slowly building up the basic parts of the game.

Here's a look at the individual files I sent to our programmer to implement into the game. Certain things like context-specific text and numbers are done through code.




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