Equilinox is a small sandbox game in which you have the task of transforming an empty and barren landscape into a diverse, dynamic, evolving ecosystem of plants and animals! Manage and nurture the ecosystems to keep them in a balanced equilibrium, selectively breed plants and animals to create new species, and complete tasks to unlock new content!
Every species of plant and animal in Equilinox has its own specific requirements, behaviours and life-cycle. You will need to ensure that each species can grow and reproduce in a suitable environment with enough nourishment, while maintaining a good balance between the various ecosystems.
Healthy, happy animals and plants will live longer, breed more, and produce more "diversity points" which can be spent on various in-game resources. Species that are unhealthy, badly nourished or unhappy with their environment may die out or fall sick and infect other nearby animals.
New species can be introduced to the world through the process of selectively breeding and genetically modifying the traits of plants and animals. You'll be able to work your way through multiple breeding trees to unlock new species.
Through the use of selective breeding and genetic modification you'll also be able to manipulate the traits and behaviours of your species. For example, this could be used to create rare colours of a certain tree, or to make your sheep more resistant to disease.
There are multiple tasks in Equilinox which can be completed to gain various different rewards. Finishing some of these tasks will unlock bonus items or new species, which can be purchased using diversity points from the in-game shops.
This week the UI makeover continued, with more aesthetic changes to many of the GUIs, as well as a couple of new features such as customizable animal names and a custom mouse cursor!
The first big update to the GUIs this week was the addition of editable text fields. This was mainly to allow for save slots to be renamed (finally!) but it also meant that I could implement customizable names for animals!
I also properly implemented custom cursors this week, and created a few different cursor icons for different situations. For example, in the image above you can see the cursor icon changing to indicate that the item preview can be moved around.
Most of this week though was spent simply improving the look of various GUIs. One thing that I discovered was that having a slight gradient to plain background panels added a bit of extra "depth" to the UI, and so I added this to all the species icon backgrounds and to the backgrounds of any mouse-over pop-ups, which can be seen in the images above.
The notification GUI which pops up occasionally in the bottom right of the screen was also redesigned, and in the shops the newly unlocked items now "pulse" until you mouse-over them, in order to attract your attention. Check this out in the images below!
So that's it for this week! Next week I'm going to be adding the final couple of updates to the UI before moving on to adding in some new plants and animals.
Thanks for reading! :)
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