ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
is it only me or tech tree actually needs a major rework visually. for me at least its hard to focus. why not add some bright animations/lines to separate techs in a more visible way, perhaps even change it from a circle to something kinda like circle. its hard to focus and not looking good, at least if it was shiny and good looking i 'd understand its confusion.tech tree is maybe the most important screen in whole game, should be better imo
I've posted this before, but I think what it needs is a continuous zoom like the Galaxy map, for better navigation. The expanded view isn't useful at all. The zoomed-in view is too tight for jumping around to get a feel for the 4 main areas of development, and it's not tight enough to drill down for more information on a specific tech.
If we could mouse wheel zoom in and out smoothly, together with lateral movement, it would be a big help with this design. Maybe there's time to include it before final release.
I agree that the tech tree needs a bit of work, the one from Endless Space 1 looks cleaner and perhaps more visually impressive... Especially in visual terms if you compare how "elegant" the tech tree in ES2 was its early alpha stage to now.
Lets put it this way, functionality and visual presentation. We had nice visual presentation before, but it lacked the functionality to tell us "this tech leads to that tech", we now have functionality but really underwhelming visuals in the tech tree.
Still, we won't know until it is in its "final form", the devs may pull out something great at final realese...
I agree that the tech tree needs a bit of work, the one from Endless Space 1 looks cleaner and perhaps more visually impressive... Especially in visual terms if you compare how "elegant" the tech tree in ES2 was its early alpha stage to now.
Lets put it this way, functionality and visual presentation. We had nice visual presentation before, but it lacked the functionality to tell us "this tech leads to that tech", we now have functionality but really underwhelming visuals in the tech tree.
Still, we won't know until it is in its "final form", the devs may pull out something great at final realese...
IMHO, ES1 Tech Tree and current ES2 Tech Tree are very awkward. The best TT from all Amplitude games was in EL - comfortable for use and view.
From the restriction to have only 4 sectors that must be symetric to the color chosen, passing by the switch of state unreshearched to reshearched that cut the icons of reshearch out and finally the dull collors choosen.
I prefered the ES1 tech tree in matter of design.
This tech tree has some good ideas that are underdeveloped.
The tech tree poorness is also the culprit of a lot of "nothing to do but spawn battleships in mid to late game". It need more stuff, more dependency between one tech to another.
As for EL kind of tech tree, i was one who screamed NOOOOTTTT in ES!!! And i don t regret it.
I also find that the tech tree could be rotacional cone in "3d".
I agree that the tech tree needs a bit of work, the one from Endless Space 1 looks cleaner and perhaps more visually impressive... Especially in visual terms if you compare how "elegant" the tech tree in ES2 was its early alpha stage to now.
Lets put it this way, functionality and visual presentation. We had nice visual presentation before, but it lacked the functionality to tell us "this tech leads to that tech", we now have functionality but really underwhelming visuals in the tech tree.
Still, we won't know until it is in its "final form", the devs may pull out something great at final realese...
IMHO, ES1 Tech Tree and current ES2 Tech Tree are very awkward. The best TT from all Amplitude games was in EL - comfortable for use and view.
Nah, ES1 by a country mile. The general grouping gave you a tip on what to expect (Science/Industry in the right, or Military up top, etc). Then the icons gave you an indication on what in particular to expect (A picture of a planet would usually mean you were able to colonize it, a picture of a weapon with progressively increased coloration meant that you'd get a better version). Then you could get even more specific by hovering over the particular unlock to see exactly what it would do.
I agree that the tech tree needs a bit of work, the one from Endless Space 1 looks cleaner and perhaps more visually impressive... Especially in visual terms if you compare how "elegant" the tech tree in ES2 was its early alpha stage to now.
Lets put it this way, functionality and visual presentation. We had nice visual presentation before, but it lacked the functionality to tell us "this tech leads to that tech", we now have functionality but really underwhelming visuals in the tech tree.
Still, we won't know until it is in its "final form", the devs may pull out something great at final realese...
IMHO, ES1 Tech Tree and current ES2 Tech Tree are very awkward. The best TT from all Amplitude games was in EL - comfortable for use and view.
Nah, ES1 by a country mile. The general grouping gave you a tip on what to expect (Science/Industry in the right, or Military up top, etc). Then the icons gave you an indication on what in particular to expect (A picture of a planet would usually mean you were able to colonize it, a picture of a weapon with progressively increased coloration meant that you'd get a better version). Then you could get even more specific by hovering over the particular unlock to see exactly what it would do.
ES1's tech tree was a damn work of art.
I liked EL tech tree for EL. It felt very ankward in ES....
ES2 tech tree is a bit disapointing at this stage.
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