After much struggling, fixing, tweaking and testing, we’ve finally reached the 0.3 beta version. An entire month from start to finish was dedicated to finishing 0.2, a build version which stood as a milestone — it was the version which transformed the old, conceptual first version into the retail-ready Exonauts we’ve been showing you lately.
In case you missed part one of our power ups roundup, do check it out. We know you’ve been (in)patiently waiting for this next post, because power-ups are really what spice up our everyday lives. Or they would if they existed in real life, but here’s the thing— nobody cares about real life! Just lose
How overlooked and under-appreciated the realm of icons is. Sitting one next to the other, silently crying out to you, so that you choose them. Tap them. None of them particularly stand out from the others. How do you get someone to tap the icon you want them to tap? I really wouldn’t know. But the
“It ain’t pretty, but it works.” How about we make it prettier? We have recently reached a stage of development in which we could start testing a new set of SHD graphics for Exonauts. The old look was functional and obviously lighter on the memory, but our programmer aced the optimization right away and the
Working on the logo for the new and upcoming Exonauts game means not just coming up with pretty graphics and pleasant shapes, but giving those shapes, colors and aesthetics relevance when comparing them to the experience they’re representing. The first design for the logo ended up being a strong step in the right direction, but after some