Hello curious travelers, welcome back to the Cygnus Enterprises dev blog. I'm Kim, the UI lead, and I'm here to show you some of the tricks that our UX/UI team used to make your life a little easier in Cygnus.
Are you ready? Let's get started!
The main goal of a UX designer is to ensure that user interactions are as intuitive as possible. Let's take buttons as an example. When designing a button, it's important to make sure it is clear and easy to understand, by using labels that clearly explain the action the button will perform when clicked. To draw attention to the button, we use contrasting colors, sizes, and shapes, and position it in a logical spot on the page. Additionally, to make the button stand out more, we added some extra white space around it and used hover effects so users can get feedback when they hover over the button. Finally, icons are also be used to help explain the action of the button.
Now let’s move onto the viewing experience. From a visual perspective, the UX team wanted to provide an immersive gaming experience, so we designed a “HUD Mud” feature to enrich the combat experience in specific areas with specific creatures. For example, when you get attacked in certain areas, your HUD will be filled with spots of mud.
Another immersive experience that deserves to be mentioned is the UI’s overall style. To establish the direction, we brainstormed and we have decided that a Corporation/Sci-fi/Positive style would fit the best to Cygnus’ story and art style. Our GUI artists have been very skillful incorporating decorative elements like circuit boards and hologram effects into our UI patterns, which results in the UI feeling more futuristic.
I hope I've given you a clear idea of what the UX team does. We are constantly striving to improve your user experience and meet your needs by taking your feedback into account, so you can have the best gaming experience possible.
See ya next time!!
If you'd like to connect with us and get regular updates on Cygnus Enterprises, please follow us on Twitter @Cygnus_Game, and if you'd like to join our growing community, join our Discord, Reddit, and finally, don't forget to Wishlist the game on Steam!
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- added feedback/bug report capture form pulled up with F12, will send screenshots, logs, and save file. - fixed beam radius upgrade not applying damage - added beam FX thickness to reflect radius stat - changed enemy self-stun abilities to be different visual than slow/freeze - fixed hatchery missing texture (maybe, unconfirmed) - adjusted ship rotation relative mode on the controller to take stick x-axis instead of binary on/off = left/right
• Added Elemental Sorcerer -- 5 new attack talents, 5 new ulility talents! • Added Elemental Sorcerer Family Bonus: + Talent LV for all talents above Lv.1 • Added +8 storage chests to EVERYONE, for FREE, since were having such a great run here with the positive feedback to Quality improvements and weekly updates! Let the good times roll ~
• Changed plunderous mob spawn chance on Siege Breaker to 2%, when it was previously 1%, and adjusted the guaranteed Plunder Mob to spawn after 40 kills without getting one instead of 90. • The Wizard talent "Mana Is Life" now gives +% Multikiller per Dmg Tier, instead of +% mana regen.
• Fixed a display issue where the "Combined Obol Shape" would be hidden behind the Quick-Trash Obol button • Fixed an issue where Cursory Skulls in pet battles would get "stuck" on the screen in High-Performance mode, but only if the skulls were ones transformed from normal attacks via Alchemic pets • Fixed an issue involving unintentional invisible platforms within The Roots map, which is the one with the Acorn Tower Defence.
Also on a personal note, I CRUSHED IT TODAY and got a new Benching PR of 245lbs!!! I even took a video as proof which I may post later, but I just wanted to share this W with you guys for anyone whose working on themselves -- hard work does pay off and I'm super stoked about it!! ːcrystalː
With love from your favorite benching dev, ːreheartːLavaflame2
Made sure that Pissing off your own people, Crew/Organisation and Crew/Loyalty stay at zero if you have no crew. Made some tweaks to Dead man cares?* initial choices if you have no remaining crew. Tweaked the frequency of Team player if you've already got a sidekick on it.
Fixed not always being able to stow a long weapon. Fixed the image for Decent leather boots going missing. Fixed some problems with the new fight and chase mechanics. Fixed a few more typos.
Hey Brigadiers! We've gotten some reports about two distinct issues throughout the week:
Some players experience a black screen when attempting to start a new game
Another subset of players experience stuttering cutscenes throughout the game
We're still working to resolve both of these issues fully, but we wanted to make sure that the first issue in particular had a fix before the weekend. However, the fix for 1 may impact cutscene playback for others.
To get around this, if you are experiencing stuttering cutscenes in 1.0.3 (this update), we're going to make the previous version of the game, 1.0.2, available on a branch in Steam for those have better cutscene performance with that version of the build.
Another attempted fix at solving the issue with some users experiencing a black screen when starting a new game
Known Issues
Sometimes the difficulty settings sliders will display screen resolutions instead of percentages
All audio except for cutscene audio will sometimes not play
Mechs will not move the full distance during execution on some lower-end PCs
Destroyed buildings are not being correctly reloaded when loading the precombat save
Tooltips can flow off the sides of the screen in some circumstances
Occasionally UI can be carried from one context to another by accident
Occasionally destroyed mechs are flung around the map after viewing replay mode
Screenshake on pilot cams in combat can cause the camera position to offset
Game does not prevent camera movement while editing text fields
On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game
If hit a specific angle with a melee, sometimes tanks can be pushed underground, preventing completion of the combat scenario
There is a change of the province liberation event being interrupted by other post combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won
Hi everyone! Thanks for reading my update. The main focus of this update was to create a talent tree for meta progression, and to work on the UI. The talent tree features 45 unique talents to learn. The Combat UI has been completely redone including the combo grid and all the rewards. New enemies were added, including a new 2nd World Boss!
-If you want to get the extended demo, please join the Discord and ask for the code. That will allow you to fight the 2nd boss, and see the beginning of world 3!
GHPC Early Access has been updated to version 20230228.1.
This is a minor update, introducing small adjustments and bug fixes.
Changelog
Fixed an issue where the lower look sensitivity of binocular mode would get stuck enabled
Fixed "paused" label not appearing
Fixed some errors in mission descriptions
Added an edge overlay to binocular mode
US forces in campaigns can now experience shortages of M833 ammunition when logistics are depleted, forcing the use of M774 as a replacement
Adjusted fragment ricochets slightly, reducing the ability of large fragments to experience sharp bounces, and increasing the energy penalty of a bounce