Flags of Org. Just Because.

Org_Polities_MainPageAmalg

I credit Eddie Izzard with my inspiration to start making flags for all 30+ national polities in Org.

The universe of Org contains not only the powerful orgs controlled by players, but also the decadent and corrupt nations that are ultimately puppets on the strings of the player’s orgs.

Despite this, the national polities of Org are potent and particular in their own ways. Some of these ways are brutally economic in the form of what resources are available to each, some manifest in the tasks available due to the petty political rivalries or cultural idiosyncrasies of each.

Check out the other flags (at least the first handful of the 30+ to be done) at Flags of the Solar System over on the Jubal site, the home of my side project Org, an in-progress tablet/web game.

Org: Early User Interface Screenshot

Many of you have probably heard about the tablet/web side project I have been pursuing on my spare time with the help of several other game industry folks. I am very pleased to be able to start showing more of what we’ve been working on in a format that is more evident than the mountains of spreadsheets and reams of code that, well, don’t really impress most people as much.

ORG_Mockup_Overview_and_News_v1

The development process for working up the user interface works by first putting together a set of wireframes that define the logic and decision-making tree; for Org, this consists of several dozen different screens, each one individually discussed, debated, and analyzed for issues of ease of use, data association, and game logic.

The next step is to give these wireframes real art – that’s the stage we’re on now. Like the first stage, we’re going to go through a lot of iterations on this before it gets to where we want it to be, and what works for tablet may not work for the web version, so we’re likely going to see some bifurcation of that as well. The first draft is rough, but will become increasingly refined with every draft as we finalize the individual art elements, make real icons, move things around and so on.

In the mean time, the image above is the first example of this part of the process, specifically an initial draft of the starting page of the game for the tablet (you may note the colors are very bright on a computer monitor, though on a tablet they will appear much more muted).

At this point, tons of things remain to nail down:

  • Color palette and scheme
  • Structural organization and layout
  • Finalize art and icons
  • Develop the map, exploring options such as vectored rather than photorealistic style
  • Agent treatment, rank indications, information
  • …and lots more

There is a ton of more work to do, but I am always very interested to hear about what people liked about previous systems I have worked on, how this system is shaking out, and suggestions, observations and thoughts on both, so feel very welcome to comment either here or (probably better) on the forums over on the Org site.

Check out the full dev diary post on the main Jubal Online Games site.