Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
To bring up Frostpunk 1 again, that UI accomplished everything it needed to. It looked good, added to the atmosphere (frost effect, temperature/day bar effects), and the most important stuff (temperature, resources, discontent/hope) was large and central yet didn't feel in the way. The UI in FP2 somehow feels like it is in the way despite being smaller. I also don't get an immediate impression of what is supposed to be important to me. The laws and ideas appear to be the most important aspects of the game, yet they are tiny buttons relegated to the corner. I feel like they should take some lessons of what they did so well in FP1 with the UIs and apply it to FP2. I am not saying they should copy what they did there, but I do think they should learn from their successes in the past.
Some suggestions in list form:
- Big law and idea buttons
- Sound effects to accompany cooldowns finishing (eg. FP1 scouts, laws, tech)
- Centralize important buttons and information.
- Consider changing the white bars to a more transparent UI to prevent the feeling I am looking through a picture frame.
If you get out your magnify glass and slow the game down to .001 speed you may see 1 or 2 people.
For real? So how fast time moves in the game now?
The release is 3 months away. There's no way they're going to make any meaningful changes. It's essentially finished, and this is what you're going to get. Maybe they'll tweak the visuals a bit.
To me it's pretty disappointing. It feels hollowed out to cater to more casual players. It's a real bummer when developers over engineer their game, and take all the fun tedium out of it, because people cry about having to actually manage a city... in a city management game.
At this point, someone should just make a city builder where:
When your computer starts, it just automatically runs the game.
The city epicenter is randomly chosen, on a randomly generated map.
And it automatically builds itself out to fill the entire map, so the player can just sit there and watch it unfold, while eating chips with an open mic on discord, while debating the important things, like bathtub streamers leaving twitch.
I would say give the ability for the drooling player to move the camera around, so they can look at things, but player would complain about how it isn't moving itself to the most visually interesting area on it's own, because it's taking away from them rolling their head across their sticky keyboards.
There's a single achievement called, "We're glad you *might* have sat through a level."
That's the 10/10 gameplay, the people are looking for that complained about FP1 being "too hard", and how we ended up with whatever this tile based phone game is supposed to be.