Dev Update #38 - The UI Visual Overhaul
Hey Everyone!
It’s been a while since we’ve post one of these updates. We’ve been very locked in on our next major update, and we’re making great progress. Today, we want to give you a preview of one of the most exciting parts of our next update - the UI visual overhaul.
👀A shiny new look and feel
The UI visual overhaul has been in the works for a long time. We’ve been working with an external UI/UX studio to help us figure out what Melvor Idle 2 should look like. That’s been a long process, but it’s really important to us that the game feels polished - especially with all the amazing art Tapi and Ash have been putting together for us.
Our design studio has been working for a few months now to deliver working prototypes for us that we can port over to our version of the game. In the last few weeks, we’ve taken their concepts and prototypes and implemented them in a wide range of skills and systems. In most cases, the layouts in the current Alpha versions are already updated, but without the final textures and styles. In other cases, this will be a total overhaul.
The images below are screenshots from our current dev builds, fully working in-game. There are still a few minor bits to fix here and there, but we feel they’re close enough to the final version that it’s worth showing them off! Let’s take a look at what we’ve got so far 👀
Gathering Skills (Woodcutting, Mining and Fishing), Artisan Skills, and Thieving.
These skills have had relatively minor updates - some menus have been moved around, some spacing has been adjusted. The layouts for these skills had already been mostly copied into the game. The biggest changes here are the implementation of the new textures and styles.
Combat
The main screen for Combat will feel pretty familiar as well, but with an updated visual style.
The Combat Area and Enemy selection screen has seen a much bigger change. The areas have been moved into a much tidier scrolling menu on the left, with a lot more space now given over to the monsters you’ll be facing. This screen also allows you to see a Monster’s Attacks, Passives and even their drops without needing to open a separate popup. This means we have more space to show relevant stats, and it’s much easier to find what you’re looking for in general.
The Enemy Stats page has also been given a new coat of paint, with an updated look, more consistent spacing, and a cleaner overall layout for an easier time finding the stats you’re looking for.
Mastery Guilds
This is one of the biggest changes overall. The new layout for Master Guilds isn’t fundamentally different, but the spacing and styling make it much easier to find the information you’re looking for.
Completion Log
Another huge update - the completion log. Reducing the density of items shown does mean you’ll sometimes need to scroll a bit more, but we feel the improved clarity, along with putting more focus on the overall progress and checkpoints, is well worth it.
That’s everything we’ve got for you so far. We’re really excited to have so much of the updated UI on its way into the game. It really does make a huge difference in making the game feel more complete, and much more enjoyable to play.
There’s still plenty of visual updates to arrive in the near future, but our priority is to get the textures implemented so we can use the new visual style moving forward.
🏋️ What the team have been working on
Here’s what the team has been working on since our last post!
Development
Malcs:
Finished implementing Act 1 and Act 2 content (mostly).
Finished implementing the new UI textures and layout updates.
Coolrox:
Lots more bug fixes! Notably including work on fixes for issues corrupting save files.
Implementing Steam SDK support which will enable linking your Steam account to our Melvor 2 cloud system. Also comes equipped with Steam Cloud support plus other steam-related features.
Finished the new “Craft X” feature (we call it Action until X), which allows you to create stop conditions for Artisan skills. For example, force the Skill to stop when you have created 5000 Iron Bars.
Game Design
Prat:
Still working through our backlog of feedback from Surveys! Focus at the moment is still on Beastcrafting. Most of the changes have been finalised and ready to implement. These changes also come equipped with new balance methodologies for Consumable items to ensure they are almost always worth it to create.
Also working on all of the new monsters and enemies required for the main storyline!
Artwork
Tapi:
Currently on a well deserved break! Due to return in 2 weeks.
Ash:
Lots of new artwork for animals (hunting), and some new art for story enemies as well!
Has begun work on artwork for the Main storyline, currently focussed on the Bosses.
Also worked on loads of new pets! Check out Sparrow and Jinx 👀
Conclusion
Thanks for checking out this week’s news post! We’re making really great progress towards our next Major Update, and we’re really excited about bringing the new UI to life. It’s a huge milestone for us, and it’ll make the game feel much closer to a complete experience.
And, as always, we’ll be hanging out over on Discord. If you’re not already joined up, you can hop in here:
- Althalus and Malcs
Comments (4)
Looks very cozy <3
Wow wow wow what a clean, polished look! I love the direction for the style and I can't wait to see what else you guys do.
Oh the cleanup on Mastery guild stuff looks sooo much cleaner. Starting in 2 after so many thousand hours in 1 was rough for a day but after a while it hits really, really well!
The new textures to the UI look better than I could have ever imagined. Loving the overhaul. Are we also getting changes to the rest of the background UI? It would be nice to see my skill levels on the side bar considering that the main progression in the game are the levels themselves. I would also like it if we can see our individual combat level progress bars in the combat zone without having to hover over the combat icon. Maybe there can be a button to toggle viewing them like in Melvor Idle 1? Either way, extremely happy with the changes so far!
