Phase 1 is officially “done”, so I’ve rounded up a set of representative screenshots to demonstrate the look of the game so far. Anyone who remembers the original Master of Orion should like these.
The opening splash… not much here except a nice background image. Kind of sucks that the best-looking screen is the one that took the least amount of effort!
Next are the two-stage setup screens. These are the identical options available in MOO1 except that the number of opponents is currently locked at 0.
Here’s the main map after you start a game. I chose the Bulrathi for this round. There are some improvements to this screen that are not in the original MOO. Most notably, you have the ability to set colony-specific limits on the number of missile bases you want. The map is easier to navigate, and there is a bit more info on the colony detail… factories and shield level. Note that the unfinished gray area is where the ship design selection is going for Phase 2.
Here is a view of an explored but uncolonized system. Note that the range text is in green which indicates it can be reached by your ships without extended fuel tanks. The planet type is in Green as well, which indicates that you can colonize it.
Below is an explored system that can only be reached with extended fuel tanks (range text is yellow). The planet type is in Red which means that you do not have the technology to colonize it.
The final system is one that’s unexplored — you only know the star type. Also, the range text is in Red which indicates that even your scout ships cannot reach it.
Here is the Tech allocation screen. It’s almost a mirror image of the original MOO screen:
Below is the screen presented when you need to select a technology to research. Identical to the original game.
Below is the screen you see when you have learned a technology that allows you to automatically reallocate spending in your colonies. Identical to MOO as well.
After pressing next turn, the shot below may display after you’ve completed building factories or your population. Unlike the original game, if you complete more than one item in a turn for a colony, it will notify you only one time.
Below is the new notification that shows up when you have finished building missile bases on a colony. Any MOO1 veteran knows that the lack of base limits was one of few micro-management issues in the original game. This problem will be gone in Java MOO.
That basically covers the UIs added in Phase 1. A lot of the work in this phase was not related to UIs at all, but getting all of the underlying game mechanics working properly.