The new and updated ‘Delta T’ is out!! You’re gonna love it
This is Delta T 2.0! A big thank you to the ‘Delta T’ Focus group
We started #Betatesting for our game the past week and we got a lot of feedback that we’ve tried to incorporate into this build. The cardinal sin when it comes to testing is collecting feedback and not doing anything about it. It is also important to make sure that you aren’t too late in integrating the feedback since we all have goldfish-like attention spans. We have tried to squeeze in as many changes as possible and are happy to be looking at a version that is miles ahead of the earlier one in terms of the overall UI/UX as well as the gameplay and graphics.
We would like to extend a special thank you to the ‘Delta T’ Focus group who made all of this possible. You guys are amazing and your insights have been crucial in making this happen. From the very first meetup at the Empower Labs Office to the constant feedback on our social channels and the WhatsApp group we have been busy on tweaking the game to meet your expectations.
We now have a kickass update for our gamers and we’d love to hear what you have to say. Here is a list of the major changes we’ve made on this build.
Map view has been changed to perspective mode
We have changed the map to an isometric view to make the gameplay more engaging. This also helps take the player to the centre of the action as the focus on the player icon is heightened. We have also enabled a toggle between manual map rotation and fixed rotation to suit individual player styles. We have also introduced a starry horizon to enhance the effect. There is no day-night cycle at the moment to maintain the darker look and feel but we are looking for more feedback on the same.
Quick Menu can be accessed from anywhere on the map screen
One of the major issues that we faced in the earlier version is that the quick menu often became inaccessible as the players zoomed out. We have now made it easier for players so they can tap anywhere on their screen to access the menu. Easy-peasy right? This will hopefully reduce any issues with screen responsiveness which a few players faced with the first build.
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Integration of 3D Cores instead of 2D models
This was a major level up from the earlier representation on the map. The 3D cores definitely add to the excitement and is more in sync with the new map view. We are still looking for ideas to represent core level ups and also looking to add some animations to the core but that has been scheduled for the next build. Here is a sneak preview of the new 3D core design.
UI changes to badges
We have worked on the representation of badges and weapons within the game and have made them a bit jazzier. The colour scheme definitely helps bring out the elements of health, damage and weapon count. This is still a work in progress and we are planning some major changes to the badges and weapons for the next version.
Do let us know what you think about the new build and stay tuned to this space for the upcoming major updates. Till then, keep playing and stay awesome.
Goodluck and Godspeed!