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As always, thank you for your input.

As of now, the UI scaling and resolution options are purely for compatibility reasons. I do not believe that most people playing on laptops or normal desktop setups with screens around 1080p - which this game is developed on and for - will need such large scaling. Mind you, the larger the UI scaling, the less information can be on screen and the less of the overworld map can be seen. My goal is for 100-130% to work perfectly and 150% to work though not necessarily be optimal.

Text smoothing eeeh yeah I'll update that. Currently, it only is enabled window size is below 1080p, but really it should be enabled whenever UI scaling is anything but 100% (and I should make UI auto-scale when you first open the game).

Currently the following menus need to be updated for UI scaling to be optimal:

  • Town management screen
  • Load game menu
  • Map selection screen

But that'll have to be for update v09. Prioritization.

I fixed enemy turn progress bar, again thanks.

The pumped units have some kind of rubbish? Excuse me? So confused. 

But yeah, I'll add back the unit level descriptions, though they mean a lot less in v08 than before since each unit has their own power level not just depending on tier.

Lot of stuff to do now.

(3 edits) (+1)

As a programmer writing programs for many years, I find scaling 150-175% more convenient for vision and perception of incoming information. Usually, our company creates a test group to solve user experience issues. Release a fully doped 0.8 beta3 with a modified scaling increased to 130-150% by default (at least in the menu) and let people vote what is best for them.

- Found a bug, when loading a game with interface scaling, the mini-map is completely black.

- Plus, at the end of the turn, after this, a crash occurs, a photo with an error is attached below. That turn, three enemy heroes did not share one of my castle :)