Archive for March, 2012

Shiny new Controls/UI

Posted in Development on March 21st, 2012 by boni – 10 Comments

OpenClonk now has updated Controls and a new UI! The aim of these changes is to provide comfortable and easy access to everything, while maintaining speed. For that reason nearly every action has multiple controls now. But I’m getting ahead of myself, take a look for yourself!

Behold, the new UI:

The new UI with the contents menu

UI & Contents Menu

The New

As you’ll probably have noticed, most of the UI is gone. So is the Backpack! It got replaced by a general inventory, displayed at the left side. With a unified inventory, the separation of hands and items in the backpack also is gone. You simply select which inventory-slot should be in your left/right hand.

The content-menu now also features fellow Crewmembers. That means you can trade items with your own clonks directly!

The health- and breath-tube have been removed completely. So have the two hand-fields.

The Old

The actionbar at the bottom, used for interacting with structures and vehicles, stays the same. However it has a fixed order now, as opposed to sorting the selected object to the beginning.
The crew-selector also stayed the same, and doubles as the only health and breath-information now. Some fancy features are planned though.

The Keys

About everything is doable by clicking on stuff, but as mentioned above, quite a few new keys have been added for the Pros.

  • The Hotkeys 1-9 select the corresponding slot into the left hand now. Holding a hotkey + Mouseclick also selects the slot into the corresponding hand.
  • Shift is the Inventory-key now. Shift + Mouseclick throws the corresponding hand-item, Shift + Number drops the corresponding slot.
  • Ctrl is the Crew-key. Ctrl + Number quickly selects the corresponding crew member.
  • Space is the Interaction-key. Space + Number interacts with the corresponding Actionbar-Item. Releasing Space without pressing a number interacts with the first one.
  • Also, so far the Q-Key doesn’t have a function now. But I’m sure we’ll find something for that. 😉

The Plan

Quite a few more features are planned. Many things will be implemented as experimental solutions. We will see how many survive. 🙂

A Toolbar to the right, for using Tools in your inventory directly. (Construction menu, chopping trees, etc.)
Indicator for usable stuff.
A Keyboard-Layout for left-handed players.
A way to select the right-hand item comfortably.
…and many more

A complete overview over the current iteration can be found here:

Crash landing!

Posted in Development on March 10th, 2012 by Sven2 – 11 Comments
Crash landing! - Intro sequence

You escape on emergency boompacks, just as the plane is crashing into the mountains.

After some of the basic settlement concepts have been ironed out, we noticed just playing Gold Mine all day got a bit boring. So we decided to create our first real, challenging settlement scenario. It’s called Crash Landing, and it features some adventure-ish elements and an intro!

Our heroes are taking an airplane flight over the local volcanoes, when suddenly things get ugly and the plane starts tumbling towards the volcano. Fortunately, all Clonks are able to escape safely using emergency Boompacks that every plane in Clonk has to carry.

Now the Clonks sit on one side of the volcano. The plane is on the other. How will they get it back? A tough challenge awaits them, as the local population is not too eager to give away their secrets…

Unfortunately, there aren’t too many interesting elements to build yet, so we had to improvise a bit and make do with unfinished objects. Still we already have the foundry and tools workshop production chains, water barrels, loam, some vehicles, loam and earth constructions as well as an unfinished pump. This should be enough to create a little challenge 🙂

Crash landing! - Village

The local village population offers us a deal we cannot refuse.

Crash landing! - Cliff

From the cliff, you can almost see the airplane. Now how do you get there?