For The King: The User Experience
IronOak Games have released another Kickstarter update, their first in a while. In it, they discuss some of the UI changes that For The King has seen since last we checked in with the project:
Now that most of our core systems are in and functioning, we’ve been gathering feedback from new users in order to tune the user experience (UX) so that first time players are able to understand and enjoy the game. This includes all aspects of the game but is heavily related to the UI presentation. Little things like feedback, tooltips, labels, and bigger things like presentation, clarity, and efficiency are all being addressed.
One of the biggest changes we’ve made is making the menus for things which are optional to interact with (such as towns) non-modal. It now pops up on the side of the screen where you can choose an option from the list or continue moving uninterrupted. It feels really good and is super streamlined.
They’ve also introduced a bunch of new enemies to the game, a screenshot of which can be seen above:
We’ve hired another character artist, Dan Begic, for a couple of months to aid in the final stretch of character creation. Dan, along with Wilson have been cranking out characters and enemies and they’re looking awesome! We now have the base 8 playable characters in game, as well as 95% of the enemies. We have roughly 50 unique enemies and 132 including variations.
The combat system has also seen some tuning:
And what fun are enemies without interesting ways to kill them (or be killed by them)? Another big focus for us has been our combat system. Most notably we’ve added an “active time” slider which shows the combat turn order. Now, quick characters like the Trapper get more turns on average than players like the Blacksmith, which helps make up for their lack of damage output. A Trapper might even get 3 shots in on a Troll before they strike, but when they do…
And, finally, the game’s soundtrack has seen some refinement as well:
The last big thing that has gone in is our soundtrack. Different music for different realms that blends as you traverse the world has added a ton of atmosphere to the world. For those of you who will be receiving the digital soundtrack, you’re in for a treat! John Robert Matz has been orchestrating nothing short of epicness.
Click on through to the update to find more screenshots, and a music sample as well.