@jacqvon thank you! the UI is something we spent a lot of time on (probably about a year total), honestly it was the result of struggling with our first design for 6 months, realizing that it was doomed, then stealing the best bits and building something new out of them :) We were helped by inspiring concept work from graphic designer MASA and a beautiful font by Fabrizio Schiavi ;)
@maresheppard lol yes, sorry, long day! I honestly frequently transpose both of your names even though we've met multiple times. the perils of genderless/awesome names :)
@eriktorenberg honestly that was something we struggled with a lot, because we didn't want to ruin the playability of the original grey. Thankfully the graphic designer we worked with, MASA, really wanted to try colours, and then we just sort of started experimenting and iterating, and eventually figured out what worked :)
@raiganburns@eriktorenberg one of the main inspirations was "we want our screenshots to look beautiful, instead of boring grey than no one understands" ;)
@eriktorenberg concretely, we were inspired by everything from infographics to landscape paintings to other games.
The colour scheme "F7200" is based on the colours of Wipeout 3, "Oceanographer" is inspired by parts of The Life Aquatic, there are a few colour schemes based on different programming colour schemes we use (eg Solarized)... really we just tried everything we could think of and then kept what worked and refined it :)
@gravicle sure! There were a bunch of things that just didn't work at all as soon as we added them, but one thing that we kept trying was "tiny deathball", sort of a micro version of the deathball that's in the game.
The normal deathball follows your position slowly, so it's always sort of trailing behind you; for the small one, we wanted it to be scary, so we made it follow your *future* position -- i.e it predicts where you'll be in a second or two and moves there.
The problem was.. it was too good. It was pretty uncanny really, no matter how we tuned it, it would either be ineffectual, or insanely terminator-like in its ability to kill you.
I'm still hoping we can play around with that idea in future games, but we couldn't get it working in time for N++.
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