The Iron Oath Update #60 - UI
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This here Kickstarter update for the gritty turn-based RPG The Iron Oath is dedicated to the game's UI, and namely its main menu, overworld navigation, and ability trees. The update illustrates its points with three quick videos. So, let's start with the one showcasing the game's menu screens:
Here's a quick look at the overworld map:
And here's how skill advancement will work:
Finally, the text bits to go along with those videos:
Hey everybody, we hope you're all having a wonderful summer! We've been working a lot on our finalized UI for a variety of things recently and we wanted to share some of that progress with you this month, starting with the main menu. In the below video you'll see the save/load menu as well as the flow for creating a new campaign.
When creating a new campaign you'll have plenty of options, allowing you to make your experience easier or harder. The game is balanced around the "Normal" default settings but if you really want to test your skills, the options are there for you to do so.
We've also finalized the overworld HUD, adding an element that shows your location/traveling status(in the top right corner), and also also allows you to:We also added in a quick little animation to show the passage of days whenever you wait in the overworld or select a choice that causes extra days to pass.
- Pause/Resume traveling to your destination
- Cancel traveling to your destination
- Wait in the Overworld (for X days)
- Toggle Borders (Show Counties, Show Kingdoms, or Disable)
We recently finalized our UI for selecting which abilities you want a character to use in combat, as well as the window for upgrading each one. Each character can only equip 4 abilities at a time (each class has 6 to choose from, assuming they are a high enough level), and they can only be changed from the overworld.
Above you can see the upgrade tree for the Pyrolancer's Infernal Pillar ability. It's not possible to fully max out every tree (you're limited to 6 upgrade choices for each ability), so between your ability choices, and the upgrades for each, there is a lot opportunities to customize and make distinct builds that play very differently between characters of the same class. Each upgrade tree has 2 main branches. The upper path is generally more focused on support/utility upgrades, where as the bottom branch is generally more focused on increasing damage output.